Keep it how it is. I didn't even notice they don't stack back up until you said something and in general quicker UI interaction is better.
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I agree with Unwanted, but have you tried animating the cards to open from the right side and swing into position, then to close towards the left side swinging?
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Maximus_Alex2003 wrote:
I agree with Unwanted, but have you tried animating the cards to open from the right side and swing into position, then to close towards the left side swinging? That sounds interesting, I'll try that out. Also, happy page 300 everyone! |
More of what I've been working on with my HUD.
Needs more tweaking but so far works pretty good for what I need and it's all modular and fairly customizable. Gonna work on Menu and Resize next. 445 lines of code slowly being shortened and optimized. (Large GIF. Not gonna embed it here for bandwidth purposes. 508.74 KB @ 1,422px × 938px) http://i.imgur.com/GcNbOWE.gif |
Maximus_Alex2003 wrote:
More of what I've been working on with my HUD. That's great, please, turn it into a useful lib |
YURIRAMOS wrote:
That's great, please, turn it into a useful lib I fixed the link to the gif so it's the direct link now instead of imgur post. Honestly, the only reason why I'm making it is because of what Kaiochao posted; this in specific: http://i.imgur.com/jy3nM45.gif Otherwise I could slim it all down just to fit my needs. Probably won't be available as a lib until, I obviously finish it, but also until I do some serious performance testing with it because it's all screen objects. The downfall is it's not shared objects with other clients because of it's customization so I'd love to see how it handles with 20+ people constantly changing it, moving it, etc. This alone is just how a box is created: generateBox(client/PLAYER, P_WIDTH, P_HEIGHT, TYPE, OPACITY, START_X,START_X_P, START_Y,START_Y_P, list/BUTTONS) That's not including the fact that every HUD object has it's own New() that does the actual generation stuff. This is the snippet for moving the boxes: moveHUD(parameters) Yeeeaaaahhh... Needs optimized, but I only get a realistic 20-40 minutes a week working on anything BYOND related. :\ |
Maximus_Alex2003 wrote:
Yeeeaaaahhh... Needs optimized, but I only get a realistic 20-40 minutes a week working on anything BYOND related. :\ Heard that. I can feel the silent judgement on the Discord when I say I've been working on my game every day for like 7 months now and it's still trash. That's what happens when "every day" means "a total of 5 minutes in between toddler stuff." :p |
Falcon lazorz wrote:
is that actually a castlevania game you're making or are they just placeholders Placeholders, but the game I have in mind will have a similar feel. |
Pardon the strong language in this image link:
https://cdn.discordapp.com/attachments/314829635672211457/ 328221183801819137/unknown.png Been trying to chase down a deletion/null list issue and at this point I'm just going to go to sleep and hope it fixes itself tomorrow. |
Working on a menu system for picking abilities, this is the rough draft of what the top level of the menu will look like.
I'm definitely going to need to move to a higher quality though.
I'm also unsure if I should mirror the "open" animation when closing the menu, or if I should just keep it as it is now where it gets the menu out of the way ASAP.