This session went almost entirely into GUI work. I've finally got the menu art and editor interface up to a point where I feel comfortable moving on though, and that is a good thing. I've been getting pretty sick of working on these same GUI's for so long. The fruit of all of this work is pretty sweet though.
Showing posts with label interface. Show all posts
Showing posts with label interface. Show all posts
Saturday, January 26, 2013
Tuesday, November 13, 2012
Infiltrator Part 43 - Sights On Editor
Do you think this blog is becoming an Infiltrator dev journal with random game design articles and music updates popping up every once in awhile? Then congratulations, you passed the being observative test! Now shut up and read this Infiltrator dev update because I'm already spreading myself thinner than the peanut butter on your sandwich when your little sister Julibop who prefers Jam makes it for you just to get the giant stack of ridonkulous things I do done.
Tuesday, August 21, 2012
Infiltrator Part 36 - Editor Improvements
This short session was dedicated mainly to improving the level editor. After all, once I finish most of the core mechanics, I will be spending a lot of time using it to create the content. Additionally, I'm hoping to release the game with level editor enabled the way it is now. (as a command line option) That way users will get to play around with creating their own levels and all that good stuff. The upshot is that a lot of other people could also potentially be spending a lot of time using this level editor, and I want to make that as painless as reasonably possible.
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| Rotation! |
Saturday, August 18, 2012
Infiltrator Part 35 - Here is the Menu
I absolutely hate creating GUI's and menu's. I also love it. I'm awesome like that, so this is the session in which I've tackled the task of creating Infiltrator's menu system.
Wednesday, May 30, 2012
Linux Mint 13 - Second Impressions
I'm a Linux man myself. I like Mint especially, as it seems to take the attention to ease of use that Ubuntu is so big on and and mix it with the goals of power, configurability, and less bloat that Ubuntu forgot about. Also, the Ubuntu aesthetic is awful, whereas Mint has an awesome aesthetic. While I've always preferred it to Ubuntu, it never played all that well with my multi-head setup and tended to always find something to keep broken at any given time. I suspected that a lot of this had to do with the desktop manager/environment shenanigans that Linux distros still haven't quite gotten over, so you can imagine my stokedness(which should totally be a word) when Linux Mint 13 came out.
Wednesday, May 23, 2012
Infiltrator - Part 23 - Heads Up
This session has gone almost completely into updating the HUD.
The giant speedometer style shields indicator, while cool looking, was hogging a ton of screen space and giving the player a noticeable blind spot. Thus, I have replaced it with a progress bar like the energy, and have shrunk both of them. The screen now has more space for the action and gameplay, but still provides you with needed info.
That's pretty much all I've had time to do so far. I've been working on the fighters, but they're kind of in a mess at the moment. Right now I'm just basking in the glory of knowing that the HUD is finished. Unless I get far enough to start adding the adventure game parts anyway...
--LazerBlade
The giant speedometer style shields indicator, while cool looking, was hogging a ton of screen space and giving the player a noticeable blind spot. Thus, I have replaced it with a progress bar like the energy, and have shrunk both of them. The screen now has more space for the action and gameplay, but still provides you with needed info.
That's pretty much all I've had time to do so far. I've been working on the fighters, but they're kind of in a mess at the moment. Right now I'm just basking in the glory of knowing that the HUD is finished. Unless I get far enough to start adding the adventure game parts anyway...
--LazerBlade
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