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Watcha Think :D?
Posted: Thu May 12, 2011 4:53 pm
by TheJamsh
New prototype art, unfinished at the mo but this is the look im going for. The blurred background changes depending on what map you have selected
Note image is at my screen resolution (1440*900), going to be a lot of effort making this design fit different resolutions!

Re: Watcha Think :D?
Posted: Thu May 12, 2011 5:25 pm
by Dianoga
I like the design but not a fan of the menu font. Personally I think it's a bit big or not spaced vertically enough or both. I personally would choose a different font as well. The rest looks good

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Re: Watcha Think :D?
Posted: Thu May 12, 2011 6:13 pm
by Ded10c
I like it, but think you might have a hard time getting it to work.
Re: Watcha Think :D?
Posted: Thu May 12, 2011 6:18 pm
by TheJamsh
AHadley wrote:I like it, but think you might have a hard time getting it to work.
Making it work is the easy part, making it fit different resolutions... not so much.
Re: Watcha Think :D?
Posted: Thu May 12, 2011 6:22 pm
by Nielk1
Will take a lot of fudging to make it work right, I am sure. And if you want to keep all those metrics right, like the map count and such, it will take even more work. You are basically looking at a sub-process to keep interface assets up to date.
...You have been reading every little thing I post haven't you. Dammit it isn't done yet you know!...
And that wouldn't even cover 3rd party maps unless officially added to the mod.
EDIT:
Are the map selections somehow inbuilt into the shell? Like you click and end up on a list of Strat maps, you select one, and it loads the lobby config and forces all the vars to what you picked, blocking access to the normal selection process.
Actually... That might work... Even if it still gives access but not as obviously since the settings are pre-set, like on a sub-page or window.
Hell, you could do up some fancy as hell map selection screens that show a big map image, a large description, and so on. Only issue is that by overriding the default interface you resign yourself to the hell that is manually updating every time you add more maps or other content and making it hell for modders of your mod. Then again, there are solutions to that.
Re: Watcha Think :D?
Posted: Thu May 12, 2011 6:31 pm
by TheJamsh
Things like the map-count etc would be updated within the shell itself. Not sure what you mean by the second to last bit... unless you mean the RW gamemode, this is all place-holder based stuff of course.
The 3rd party maps thing doesn't bother me too much, I want to keep them out until they can be officially vetted and made sure to work right. Of course, this is all in the very very very distant future and most people don't bother making maps for mods anywho
EDIT after N1's EDIT:
Pretty much my plans, the map selection is built in as buttons, which lets me expand on the interface a bit. Wanted to do something similar for vehicles but realised it wouldn't work, and if a client edited there CFG they could change their starting vehicle... maybe... hmm. Unless the game forces all client vehicles to be something ON the starting vehicle list on launch... I wonder.
For now though, a 'tech library' button will do the job nicely
Re: Watcha Think :D?
Posted: Thu May 12, 2011 6:33 pm
by Nielk1
TheJamsh wrote:Things like the map-count etc would be updated within the shell itself. Not sure what you mean by the second to last bit... unless you mean the RW gamemode, this is all place-holder based stuff of course.
The 3rd party maps thing doesn't bother me too much, I want to keep them out until they can be officially vetted and made sure to work right. Of course, this is all in the very very very distant future and most people don't bother making maps for mods anywho
I edited more while you were posting. I prefer to avoid modifying primary files even in updates when possible. Making them refer to external files that can be more easily modified is optimal. For example, the UEP version indicator is a text file.
Re: Watcha Think :D?
Posted: Wed May 25, 2011 6:28 pm
by Cyber
Looks very nice.