Free Models and Media / Free animated hud

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Cosmic Prophet
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Posted: 14th Mar 2017 17:02 Edited at: 14th Mar 2017 17:24
I made this last night while goofing with the editor. It's an 8 frame set. Does anyone know what, if any, limit the script can handle? If I had more frames I could get it smoothed out nice. Anyway, Play around with it,... no license, no need.
enjoy!

(Please note this is the "Clean" version. You can grunge it up yourself if your handy with Photoshop, Gimp or whatever).

PS: Oh yeah, how do I get the original hud to go away. It's blocking my TV.

Link: https://www.dropbox.com/s/nvhkzf55o2jxs85/Coshud1.zip?dl=0
AMD 6 Core 3.5gh, 16GB DDR3, NVIDIA Gforce 4GB. Windows 7 Ultimate 64 bit.

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Belidos
3D Media Maker
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Posted: 14th Mar 2017 17:24
to get rid of the default hud just add the following into the init of your hud script:

HideHuds()

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Cosmic Prophet
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Posted: 14th Mar 2017 17:31
Thank You friend, that did it.
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UndeadJoe
Reviewed GameGuru on Steam
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Posted: 14th Mar 2017 21:51
Looks cool. Thanks.
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geistschatten
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Posted: 15th Mar 2017 06:58
Hi Cosmic, the limit I encountered was 100 images (which for the HUD I made was 1/3rd what I needed). Feel free to browse that thread here: https://forum.game-guru.com/thread/216387

The workaround came with a script from smallg that uses sprites instead (still images, just a different way of displaying them). As a result it can be unlimited, but I did notice that the more images you use, the faster the screen is refreshing and the more it has to load. So 10,000 frames probably wouldn't work

Good luck! Oh and I like how you did the HUD, it has a nice raised 3D feel.
Belidos
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Posted: 15th Mar 2017 08:01 Edited at: 15th Mar 2017 08:07
Very nice looking hud, very well made.

The only problem i have with it is (as geistschatten said above) that it uses the old image system, which means that it doesn't resize with different screen resolutions, on my machine it's tucked up in the top left corner only covering a quarter of the screen.

We have a new sprite system in GameGuru for displaying images on the screen, these are set into position by entering screen % coordinates for the top left of the image, and the size of the sprite by entering the % of the width and height of the screen, this means that no matter the resolution it will be in the same place, covering the same part of the screen.

Not sure how to animate them though, i think you would have to script it to load all the sprites, then move them on and off the screen as needed, i think there's a solution in the link geistschatten posted.

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Secondary Desktop:
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geistschatten
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Posted: 15th Mar 2017 08:16
He should be able to use that script with just 8 frames, but it would probably need the line:

edited to something higher than zero. For example with 10fps I did:

and with 30fps I did:

With the 300 images it's left at zero because it provides the 10 second loop of 30 frames per second.

You also have to change the lines with "124" in the script to the number of frames you have.
Cosmic Prophet
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Posted: 18th Mar 2017 05:25
Cool! Thanks for the info guys.
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