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DarkBASIC Professional Discussion / HUD construction - sprites or planes?

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Ric
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Posted: 31st Oct 2004 01:48
Age old question, I know, and I have read previous threads on it - but what's the concensus? (ie. compatability with different screen sizes, speed issues, ease of positioning, ease of adding text etc. ???)

My thinking at the moment regarding compatability with different screen sizes, is that with planes it will appear the same on different screen sizes - sprite positions may look different according to screen size. But on the other hand, won't images stuck on planes get stretched and deformed on larger screen sizes?

And adding text - any tips?

Any advice before I spend ages going the wrong way about it much appreciated!


Ilya
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Posted: 31st Oct 2004 02:11
Planes.

Quote: "I've seen the word programming and I'm not sure what it means. Anybody please explain?"


Quote: "We shouldn't sacrifice the truth to preserve "balance"."
Ric
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Posted: 31st Oct 2004 02:15
Right. Is that the definitive answer, then?!


Ilya
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Posted: 31st Oct 2004 02:16
No, just my opinion.

Quote: "I've seen the word programming and I'm not sure what it means. Anybody please explain?"


Quote: "We shouldn't sacrifice the truth to preserve "balance"."
IanM
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Posted: 31st Oct 2004 02:28
Sprites are simpler, but planes automatically adjust themselves to changes in resolution. Take your pick

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Ric
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Posted: 31st Oct 2004 04:10
Quote: "
planes automatically adjust themselves to changes in resolution
"


Right, that's what I was thinking. Planes it is then.


The Real 87
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Posted: 31st Oct 2004 04:27
I am making a very odd HUD for my RPG that I think I should throw out there, I am goint to texture cubes with the works, "Options", "pause" and "exit", as well as one for health and ammo. They are going to dance around the screen and follor the camera around. I think it will be very tripy looking.

This is my counting program

do: print "87" : loop
Clueless
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Posted: 31st Oct 2004 05:33
Quote: "I am making a very odd HUD for my RPG that I think I should throw out there, I am goint to texture cubes with the works, "Options", "pause" and "exit", "


One of the coolest UI's I've ever seen did something like this. It was basically a cube which could only rotate on the Y axis. Each face of the cube had a different display or option. To change menus, you would spin the cube.

Now, I don't know how practical it is in the real world. But, hey, it really was the coolest thing I've seen.

One of the Macintosh program chooser menus does a related approach. The options are linked together like beads on an oval "necklace". It rotates clockwise or counterclockwise to present options or information. The active option/display always expands in size, maybe goes colored while the rest are B&W or something. Again, a really cool-looking interface. Practical? The users will be the judge...
The Real 87
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Posted: 31st Oct 2004 06:00
who cares if it's practicle, it's part of a game!!!

I think it will look awsome and thats all that the user (player) really cares about.

This is my counting program

do: print "87" : loop
Philip
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Posted: 31st Oct 2004 06:55
The other great advantage of planes over sprites is that they will take account of changes in ambient and other lighting. So you can get some great effects.

Philip

What do you mean, bears aren't supposed to wear hats and a tie? P3.2ghz / 1 gig / GeForce FX 5900 128meg / WinXP home
Baggers
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Posted: 31st Oct 2004 06:57
87, Im sorry but i have to seriously disagree with you here, Partical is the whole point of an interface of any kind. If its completly impractical thens its pretty redundent even having it, there are numerous reviews there have been of small developers (and quite a few large ones aswell) where the critics have said, 'would be so much better if the interface ..blah.blah..blah' or they say how lacking the functionality was.
So all in all i think the gamers do care if a menu is practical.
ahhh now ive got my coursework-induced-blather out my system back to coding !
Baggers
Ric
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Posted: 31st Oct 2004 06:58 Edited at: 31st Oct 2004 07:00
Quote: "who cares if it's practicle, it's part of a game!!!
I think it will look awsome and thats all that the user (player) really cares about."


Not sure about that - I would have thought being able to use an interface ranks above how it looks. I think that goes for games as much as it does for websites and applications.

<edit> ah yes - what Baggers said. Except he beat me to it by 1 minute!


Ric
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Posted: 31st Oct 2004 07:04
Quote: "The other great advantage of planes over sprites is that they will take account of changes in ambient and other lighting"


Good point. It's gonna be planes.


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