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FPSC Classic Scripts / I have some questions about huds

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Dragon slayer
18
Years of Service
User Offline
Joined: 3rd Nov 2006
Location: Bourbonnais Illinois
Posted: 26th Oct 2012 17:43
I have a basic idea of what a hud is and how to make one. I want to make a RPG, kind of old school. Levels are planned out. I want to experiment with making huds. I know they are the little health bars, I have seen one that says press enter to turn on a light etc...

I would like to know how big on the screen can you make a hud?
Can you have options like if you just won a battle and you search for loot have a hud pop up every time you find something and give you an option to take item or leave it, or use a key to pop up a hud that shows you all of your equipment and has options so you can equip, un-equip, drop items?

How would I go about creating and testing some simple huds without having to do a lot of script to go along with it. I have a lot to learn about scripting but for right now I am trying to learn about huds.

Does anyone have any simple hud ideas for me to try?

Thanks
Dragonslayer
BlackFox
FPSC Master
16
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 26th Oct 2012 18:15
Quote: "I would like to know how big on the screen can you make a hud?"


You can make huds as big or small as you want. However, you need to remember that those playing your game have different resolutions set. For example, if you make a hud 800x600 and my sesolution is 800x600, that hud will fill the screen. If you make a hud 300x250 and my resolution is set to 1280x1024, then the hud does not take up the entire screen. You can get fancy and have huds pop up when items are picked up in a specific location on the screen so the player can still see what is going on in game.

Quote: "Can you have options like if you just won a battle and you search for loot have a hud pop up every time you find something and give you an option to take item or leave it, or use a key to pop up a hud that shows you all of your equipment and has options so you can equip, un-equip, drop items?"


Yes, and this is all done via the script(s) that control the hud(s). You can make it as simple or complex, all depending on how well you know the scripting aspect.

Quote: "How would I go about creating and testing some simple huds without having to do a lot of script to go along with it. I have a lot to learn about scripting but for right now I am trying to learn about huds."


A simple way is to make a copy of scripts like the "dooruse.fpi", "pickupkey.fpi", "pickuphealth.fpi", etc. In these copies, change the line

"hudimagefine=gamecore\text\HUDFILENAME.tga"

to your hud you made. You can make huds using applications such as Photoshop, Gimp, etc. In FPSC, if you altered the "pickupkey.fpi" for example, put a key in the level, change the script to use your altered script, and run a test.

Quote: "Does anyone have any simple hud ideas for me to try?"


We posted a few script packs that contain huds here. Feel free to dissect, pick apart, alter to your hearts content.


There's no problem that can't be solved without applying a little scripting.
Dragon slayer
18
Years of Service
User Offline
Joined: 3rd Nov 2006
Location: Bourbonnais Illinois
Posted: 26th Oct 2012 18:53
Thanks BlackFox I already have your script pack. I thought I may need a compass in a game sometime so I grabbed it when I came across it.

Still not sure if I am going to do my game in FPSC or DBP yet. I am kicking around the idea of a text game in DBP to get started in programming. I do kind of flip back and forth from one to the other (Like both very much) and was thinking of doing this.

As I complete a system or map in the game with DBP Set up that map or try to script that system in FPSC when it is set up and working correctly go back to DBP and work on more of the game and come back to FPSC and re-create it there.

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