Honestly, FictionEditor for the FictionFactory engine that we used at King on Candy Crush Soda Saga was pretty great. It was like a more polished version of NxGUI that we used at Neversoft and Vicarious Visions on Guitar Hero 3 and up.
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As for why, it made it dead simple to create UI hierarchies using drag-and-drop. They were incredibly WYSIWYG, and NxGUI in particular could connect to a running instance of the game in order to have a live preview.
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In fact, my experience with the THPS engine ("Skate", not to be confused with the EA title) UI system informed my design of the current UI hierarchy system on the game I'm currently working on at
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Vastauksena käyttäjille @TheMogMiner, @bobbydigitales ja
In a twist of irony, a GUI-based UI hierarchy editor is something I actually haven't had time to implement, nor even deserializing the UI from data files, but it's straightforward enough to hammer out the relevant code that it'd be a wash, time-wise, to bother at this point.
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Awesome! Have you got any top features for the system or tools that you think are critical to making a good system. I wrote a very bare bones system for our project so far, just thinking about the future.
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Quite honestly? In my opinion, the best UI system is the one that you're comfortable with, that you understand and can work with efficiently, and can be reasonably extended feature-wise when you encounter something you want it to do, but which it currently doesn't.
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Vastauksena käyttäjille @TheMogMiner, @bobbydigitales ja
In essence, the best UI system is whatever you personally find works best for you and your coworkers. Nothing wrong with bare-bones if it's not actively hindering your ability to author content. :)
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Ok thanks that makes sense, but I was more thinking about layout tools. E.g Unity has tools to let you anchor UI elements to various things and create groupings. I'm thinking about next steps for our system to enable more complex UIs to be made.
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Not sure about layout tools themselves, but capability-wise, but relative anchoring is one of the things that I put into our UI system from the get-go, as it's really wildly convenient. Each UI element has an 'anchor' and a 'justify' parameter.
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Vastauksena käyttäjille @TheMogMiner, @bobbydigitales ja
The Anchor param is a vector typically (but not limited to) 0,0..1,1 which defines the point on the element's parent, from BL to TR, which will be the origin point for the sub-element. Justify is the same, but defines the origin point on the sub-element itself.
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So if I have two boxes, one being the child element of the other, and I want Box2's left side to be pinned to the right side of Box1, I would do something like: hud::set_anchor(&box2, vector2(1.0f, 0.5f)); hud::set_justify(&box2, vector2(0.0f, 0.5f));
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Vastauksena käyttäjille @TheMogMiner, @bobbydigitales ja
Though I have some static Vector2s defined for convenience, where vector2(1.0f, 0.5f) is hud::CENTER_RIGHT and vector2(0.0f, 0.5f) is hud::CENTER_LEFT
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Ok that all makes sense. Thanks! And finally what level of complexity UIs are you building with your current system?
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