Hi, I'm just enquiring on how i should do the hud in my RTS.
I was thinking of doing either one of these.
Statpanel Hud or Onscreen Hud.
Statpanel Hud would only show up if you have a building or a unit selected but the map might not show.
Wheras onscreen hud is always there and has a map in it.
I dunno which one is easier to do in programming terms.
ID:151605
![]() Jan 10 2010, 2:33 am
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Hmm, Yes that's not a bad idea. Making my game to be able to be full screen and i could have the chat inside the game similar to Resident Evil by Ruben7.
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The map window stretches gracefully when the entire game is contained within it. Other controls generally do not stretch so well - the fonts remain a constant size, and the controls will change height/width ratios while the map will maintain a constant height/width.
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I raise an eyebrow to this.
Regardless of your resolution or how you resize the window, you can perfectly position your controls to always be on the edges of your map (which auto sizes). Your buttons would of course always remain the same size. If you have doubts about this, perhaps I can share how I do that. I must misunderstand which is expected due to the simplicity of this scenario. ts |
You can't coordinate controls that change their aspect ratio with a control that doesn't (the map). You'll always end up with large black edges on the sides of the map. You can try to work that in by using black in most of your interface elements, but you'll still get large sections of black nothingness in your interface.
You can try fiddling around with making the interface for Clone Wars stretch to fill the screen. |
Another alternative is to use a child control so players can adjust the splitter to get rid of the black map edges. I do this in most of my games. The splitter value will save with the skin so it's not something players have to do constantly.
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Resizing the full screen doesn't work so well with other controls besides the map, although you might be able to get away with throwing a chat area in there.