Refers to a method of interacting with the game. This can be: mouse, keyboard, voice, motion.
0
votes
0answers
33 views
Multi-Layer RTS Action Bar
Most RTS use a 3x3 or 3x4 action bar to control the unit, build things or use abilities. Some buttons are directly triggering an action like "attack" or "retreat", some will open a new leay, e.g "...
1
vote
0answers
46 views
How to get what button was clicked on?
Other contexts in which this was done I'm sure have been answered for this kind of problem before. But this has thus far been a 2 week long impasse of wittling down all the other suggestions I've seen ...
2
votes
1answer
294 views
Why does Unity require an EventSystem component for input during a play-test, where input works fine without it in a build?
Please be aware that this was initially a question about how to get the input to work. A comment pointed me in the direction of a fix, but only left me with more questions in regards to understanding ...
1
vote
0answers
73 views
External gui within a render loop
I was wandering how easy is to interface existing Java programs/GUIs inside a game loop. Sorry if my question is a bit vague. I'll try to explain.
I am currently designing a simulation environment ...
2
votes
0answers
307 views
FPS game UI theory [closed]
Are there any researches concerning FPS game interfaces? I'm interested in analyses of designing & positioning UI-elements. The only thing I can find are blogs and articles about immersion in ...
1
vote
2answers
42 views
How do I communicate that something is a tutorial button
I made an (ios) arcade game that is rather unconventional, and as a result many people wont exactly know what to do or what the controls are when they first open it. As a results I have had to add a ...
3
votes
1answer
442 views
How to send an interface message?
I come from Unreal, still using it. There, how it works is like this:
Let's say you as a player have a laser gun or something, and when shooting, you use raycast to see if you've shot anything, and ...
3
votes
2answers
480 views
How to create a native windows menu / ribbon for a DirectX 11 app
I need to create menu items on top of my DX11 windowed app - similar to most windowed applications (File, Edit, etc...). How can I achieve this ? There is a hMenu handle to pass to the DirectX window ...
1
vote
1answer
137 views
What algorithm is used to select a voxel (from a player's perspective)?
In first-person voxel games (like Minecraft, shown below) you can select voxels by going over them. What kind of algorithm is used to select a voxel?
I haven't implemented it in my voxel application ...
1
vote
2answers
182 views
Should input be per-frame or per-update?
I'm implementing a GUI system to look around a 2D tile-based world. At the moment, I'm updating it every time the mouse moves (which happens to be per frame, since that's when it polls for events). ...
4
votes
2answers
4k views
What are diegetic, non-diegetic, spatial and meta user interfaces?
Could anyone please explain to me the differences between "diegetic," "non-diegetic," "spatial," and "meta" user interfaces in terms of how they are represented in games and game development?
0
votes
1answer
69 views
I cant get my interface to work
This is my first time using interfaces so I imagine I'm doing something dumb. I have an interface called ILoadable inside ILoadable.cs;
using UnityEngine;
using System.Collections;
public interface ...
0
votes
1answer
190 views
Have several classes with a common interface, but still able to access MonoBehaviour methods through that interface?
In our project we used to have a PlayerObject class and then Unit and Building derived from that class. We recently started taking a look at Bolt, which requires classes that define objects that may ...
3
votes
1answer
135 views
SDL2_ttf gradient
I want to render some text using a gradient instead of a solid color, but I can't figure out how to. I first load a gradient like this:
SDL_Surface* gradient = IMG_Load("blue-cian.png");
then I ...
1
vote
1answer
2k views
Scaling an SDL Surface
I want to create a button for a game's UI. The background uses a gradient and then I blit a surface on top of the gradient and use SDL_SetColorKey to delete the unwanted pixels. The surfaces are not ...
1
vote
0answers
468 views
libgdx ScissorStack problem
Im making a user interface using libgdx
I created a Window class & a Textfield class, that both use clipping.
I use the ScissorStack class of libgdx for clipping.
The Textfield is drawn inside ...
32
votes
7answers
9k views
Why do games ask for screen resolution instead of automatically fitting the window size?
It seems to me that it would be more logical, reusable and user-friendly to implement flexible, responsive UI layout over a 3d or 2d screen, which can then be run on any screen resolution.
Some ...
0
votes
1answer
3k views
Render two images to an SDL_window
I want to create a menu for an SDL game, so I load an Image to an SDL_Window as the background, then I try to load the next image which will be a button but it doesn't display the button to the window,...
1
vote
1answer
1k views
Background color gradient with SDL
I want to create a menu for a game using a color gradient as the background. Is there a way to create a gradient background instead of using an image for it (since I don't know what size the window ...
1
vote
1answer
778 views
Should I use inheritance or interfaces for an inventory system? [closed]
I'm about to start programmin an inventory, harvest and loot system. I will need enemies that drop items, harvestable environmentals that yield resources and an inventory system that takes items and ...
1
vote
1answer
567 views
Mouse Cursor Scaleform 4 / AS3
I just solved my issue
in my object (on the stage) I forgot to name the element
I'm trying to make workin a custom mouse cursor on my Scaleform menu.
I have follow some tutorials but nothing good...
...
0
votes
1answer
689 views
C# XNA4 2D Collision Detection
I am working on a 2D engine in Xna and am running in a bit of trouble with Collision implementation.
What I want to do is have an interface ICollidable that I can add to GameObjects that are ...
1
vote
1answer
1k views
Saving an interface instance into a Bundle
All
I've have an interface that allows me to switch between different scenes in my Android game. When the home key is pressed, I am saving all of my states (score, sprite positions etc) into a Bundle....
1
vote
1answer
696 views
Ignore specific key press in textbox
there is a text box on GUI in my application created using Unity3D. in the textbox user can input only the keys of "A-Z", "0-9" , "enter key" , "." and "," other key press should be ignored (not ...
0
votes
1answer
214 views
Problem with Widget Event Reporting in Libgdx
So I'm trying to test an ImageButton on an Android device. I can get the button to appear on the screen, but when I press it nothing happens or appears on the log. Here is what I have in the Show() ...
1
vote
2answers
913 views
Removing the titlebar while using slick2d?
I recently started using slick2D in my gaming programs and a problem I have is not having the ability to remove the border/titlebar. I usually do this to create my own cutom look/ interface but if I ...
2
votes
1answer
202 views
Is this an appropriate use of abstraction in my game engine?
I have been stuck in the design phase on my new game for a few weeks now because I keep finding new parts of the game engine that I could make more modular and neat. I did, however, run into a ...
5
votes
1answer
793 views
Is there a collection of images (GUI - interface) program or web page available for programmers / developers games? [closed]
I would like to add a GUI in my basic XNA games.
Before starting work on "Photoshop" or "Illustrator". I wanted to ask you the following question:
Do you know of a website or other resource program ...
3
votes
0answers
283 views
Does somebody know of a testcase(s) of libRocket [closed]
Today I implemented the interfaces for libRocket in my engine using OpenGL 3.3. I got a standard RML file and some fonts and images which where needed in this RML file. It seems that the page/RML I'm ...
5
votes
2answers
560 views
Hide individual regions on a territory map
I have a map of adjacent irregularly-shaped territories. It happens to be a county map, but that's not important. In the game, the player only sees a few to start, and as he progresses to new ...
3
votes
1answer
286 views
Best way to design a negotiation deal?
I'm currently coding a heavily text-based RPG game which requires you to do deals with characters or suppliers in the game, sometimes the deals are good/bad.
Currently the way I'm doing it is that, ...
5
votes
4answers
888 views
Console-type interface in game
I am currently programming a very simple 2d game in C# with XNA.
I was wondering how to implement a console-type interface in a game or graphical software like there is in Skyrim or Counter-strike or ...
8
votes
1answer
598 views
Separating logic and data in browser game
I've been thinking this over for days and I'm still not sure what to do. I'm trying to refactor a combat system in PHP (...sorry.) Here's what exists so far:
There are two (so far) types of entities ...
0
votes
1answer
354 views
Creating a good looking interface for a Java CCG?
I would like to create a Java collectible card game. I have the logic down pat, but I am having some trouble with the interface. I would like to make it look nice. Rather than using the standard java ...
0
votes
4answers
863 views
Turn-based tile game dynamic item/skill/command script files
I want to create a mechanism that could read text script, for example some kind of custom script such as ".skill" or ".item", which maybe contain some sort of simple script like
.item
Item.Name = "...
5
votes
0answers
491 views
Converting designs from photoshop/flash/after effects into code [closed]
I work as part of a two person team, I am the developer and my partner is the designer. We are currently having great difficulty working out the best way to convert his work into the actual app. We ...
-1
votes
1answer
430 views
When should one use the Abstract, Implements, or extends keywords? [closed]
I'm just now moving from a beginner to intermediate level android programmer in the java language. i can successfully write a game framework of classes that work together to accomplish a task beyond ...
-1
votes
4answers
279 views
Looking for a simple web interface with subversion support and ticket /issue tracker [closed]
I am working on a small project and we have a few programmers on the job. We are using subversion to commit updates and keep all developers up to date on their workstations.
However, we have yet to ...
2
votes
1answer
468 views
Implementing IVertexType Interface
In XNA, I have created a new VertexType, called it VertexPositionTextureLight which inherts the IVertexType Interface, but apparently I need to implement the member of VertexDeclartion which I cleary ...
-1
votes
1answer
214 views
Kinect: interaction pattern [closed]
I'm on kinect coding with OpenNI, and i'm really enthusiastic of this new device!
I'm looking for some interaction pattern, like how to control movement of an actor in a 3d space.
anyone have some ...
3
votes
1answer
2k views
What happens when I implement IUpdateable or IDrawable in XNA?
I've been fooling around with XNA today, attempting to develop a pure-component model game engine.
I've been working on a GraphicsSubsystem class, and realized that it will need both an Update method ...
3
votes
2answers
251 views
Does there exist a library of animations for easing, skewing, bouncing, and squishing?
I'm specifically referring to the types of animations that are typical in 2D hand held games on the Nintendo platform, where menus slide in, bounce, squish, etc.
I'm looking for something that is ...
1
vote
3answers
907 views
How to: create a 3rd person view, multiple layer 3d world
Imagine a game world like in Dungeon Keeper or Sim City with an (possibly rotatable) 3rd person view, where the game world can be accessed in all dimensions (in discrete steps). For example digging ...
3
votes
2answers
4k views
UI: Main Menu options for mobile games. What options should be listed? What do users want to see?
When a user arrives at your main menu on your mobile touch phone game. What do you want them to see? What do they need to see?
Start, About, Load, Leaderboards, and Settings are just a few of the ...
7
votes
2answers
4k views
Using HTML for interface? [closed]
The game I've been working on uses opengl/sfml for graphics. I'm currently working on the interface and I've found determining all the proper offsets/positioning etc. to be a pain. To make it ...
-1
votes
1answer
821 views
Common game controls/ User interface libraries or source code? [closed]
Sorry for the ackward title, but i don't know what to call it exactly. I'm looking for code or libraries that allow easy creation of commonly used user input devices, and code/libs that make gaming ...
38
votes
4answers
7k views
What is the purpose of a “press start” screen?
A lot of games start with their intros and vendor videos, and then show a "Press Start" screen before the actual main menu.
I never quite figures out the purpose of this. Why not go to the main menu ...
3
votes
3answers
465 views
Manager game questions
(Sorry about the bad title, it's the best I could come up with)
I've been planning a gladiator manager game for a while now. Something similar to Blood Bowl (or Football Manager, only with fighting ...
7
votes
2answers
9k views
How do you determine which object/surface the user's pointing at with lwjgl?
Title pretty much says it all. I'm working on a simple 'lets get used to lwjgl' project involving manipulation of a rubik's cube, and I can't figure out how to tell which side/square the user's ...
5
votes
3answers
2k views
Designing for multiple screen resolutions and aspect ratios, target one resolution then scale to meet others or use normalized values?
I feel like what I'm currently doing is stupid but would just like reaffirmation it is. Basically I'm writing games which target a certain screen resolution (800x480), so all positions, widths and ...