SpiderPig Posted July 9, 2023 Share Posted July 9, 2023 Discord for TheSeventhWorld Getting back into the swing of things! I made my own UI system, mainly so I could make materials for widgets and do some cool effects down the track. This is the second time I've made this inventory, first time was in Leadwerks, this time in Ultra. Ultra is looking much nicer and is soooo much faster. Can't wait to get some color into it. 6 1 Quote Link to comment Share on other sites More sharing options...
Dreikblack Posted July 9, 2023 Share Posted July 9, 2023 My inventory is a bit similar to yours (3 sections with labels) 3 1 Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 9, 2023 Author Share Posted July 9, 2023 Nice! You using Ultra? 😁 Quote Link to comment Share on other sites More sharing options...
Dreikblack Posted July 9, 2023 Share Posted July 9, 2023 Yep! 1 1 Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 11, 2023 Author Share Posted July 11, 2023 Added a vicinity inventory and a few cool line dividers. Need to works on some icons for the stats. 1 Quote Link to comment Share on other sites More sharing options...
Thirsty Panther Posted July 11, 2023 Share Posted July 11, 2023 You can carry a lot of things on your shoulders Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 11, 2023 Author Share Posted July 11, 2023 Yes things probably need adjusting bit. 😄 1 Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 11, 2023 Author Share Posted July 11, 2023 Quick Select! 1 2 Quote Link to comment Share on other sites More sharing options...
WazMeister Posted July 13, 2023 Share Posted July 13, 2023 On 7/9/2023 at 12:12 PM, SpiderPig said: Getting back into the swing of things! I made my own UI system, mainly so I could make materials for widgets and do some cool effects down the track. This is the second time I've made this inventory, first time was in Leadwerks, this time in Ultra. Ultra is looking much nicer and is soooo much faster. Can't wait to get some color into it. Looks amazing, are you able to share how you did something similar in leadwerks? Assuming via Lua? Quote Dream since child of making games! From Game Programming Starter Kit 3.0, Blitz Basic, Map Creation since Duke 3D, Game Maker, Blitz3D (of recent..2023) and many other engines and years..... never really sticking to it with inner struggles that I've had to fight along with pushing to learn and acheive. 40 years old.. came across Leadwerks on Steam... Learning slowly but surely and loving it! Learn with me or just watch me fail! at my random Youtube Channel, as I stream adhoc while learning and using LeadWerks and other game creating tools. https://www.youtube.com/@wazmeister3151/featured Link to comment Share on other sites More sharing options...
SpiderPig Posted July 13, 2023 Author Share Posted July 13, 2023 I used C++ in Leadwerks and used all the 2D drawing commands. It was slow but it worked. Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 16, 2023 Author Share Posted July 16, 2023 Thought I'd change this post to track the work in progress of my game instead. I've been spending time on procedural foliage generation. I create a volume and then add different items to that volume. It then procedurally places them inside the volume based on growth rates, shadow and collision radius and eventually height map data. The green bounding box is the foliage volume. The blue is where a sound will fade in when you enter it. The distance between the blue and green bounding boxes dictates the sound volume. I'll have to make a video of this soon. Each tree has an interaction assigned to it. This is a system I made in Leadwerks. The player has a box that it's bounds are used to get overlapping entities, if any of those entities have an interactable object assigned to it a label will appear on screen telling you what can be done. For these trees they will supply bark to your inventory. All the coloured shapes are debugging visualizers. Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 16, 2023 Author Share Posted July 16, 2023 3 Quote Link to comment Share on other sites More sharing options...
WazMeister Posted July 16, 2023 Share Posted July 16, 2023 Bloody amazing How are entities assigned interactions in LE? Sorry for hi-jacking again! Quote Dream since child of making games! From Game Programming Starter Kit 3.0, Blitz Basic, Map Creation since Duke 3D, Game Maker, Blitz3D (of recent..2023) and many other engines and years..... never really sticking to it with inner struggles that I've had to fight along with pushing to learn and acheive. 40 years old.. came across Leadwerks on Steam... Learning slowly but surely and loving it! Learn with me or just watch me fail! at my random Youtube Channel, as I stream adhoc while learning and using LeadWerks and other game creating tools. https://www.youtube.com/@wazmeister3151/featured Link to comment Share on other sites More sharing options...
SpiderPig Posted July 16, 2023 Author Share Posted July 16, 2023 All good I made this entire system myself in C++. I'm not sure if Leadwerks had a default interaction system of sorts, but you could probably make one with LUA. Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 17, 2023 Author Share Posted July 17, 2023 SetLineStipple() has to be the single most best thing about Ultra. I'm using it here to debug my widget system. Different coloured borders are used to identify different types of containers. I've pretty much implemented Godot's UI system into Ultra. You can see the various containers and how they expand in different ways to fill their parents. There are a few issues on the left with the scroll containers, hence the debugging mode. Quote Link to comment Share on other sites More sharing options...
Dreikblack Posted July 17, 2023 Share Posted July 17, 2023 1 hour ago, SpiderPig said: SetLineStipple() has to be the single most best thing about Ultra. Can you share a little example for SetLineStipple()? Not for UI but just something simple where stipple effect could be seen. Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 17, 2023 Author Share Posted July 17, 2023 Sure can. This is the material I set to a line mesh. debug_material = CreateMaterial(); debug_material->SetShaderFamily(LoadShaderFamily("Shaders\\Unlit.json")); debug_material->SetLineStipple(LINE_STIPPLE_DASHED); Line mesh was created like this and then the model scaled to the right size. model = CreateModel(world); model->SetRenderLayers(render_layers); mesh = model->AddMesh(MESH_LINES); mesh->AddVertex(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); mesh->AddVertex(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f); mesh->AddVertex(1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); mesh->AddVertex(0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); mesh->AddPrimitive(0, 1); mesh->AddPrimitive(1, 2); mesh->AddPrimitive(2, 3); mesh->AddPrimitive(3, 0); 1 Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 17, 2023 Author Share Posted July 17, 2023 Started getting crafting working. I used to have crafting on a separate tab to the inventory, but I'm going to see how this works. I think it'll look good having them side by side and it may be easier to use. 2 Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 17, 2023 Author Share Posted July 17, 2023 I'm thinking about implemented something like this for a shadow effect behind the text. It should make the white text over the items more visible. https://www.shadertoy.com/view/7tSGDV Quote Link to comment Share on other sites More sharing options...
Josh Posted July 17, 2023 Share Posted July 17, 2023 Your problem might just be that the background is too light. I worked with this a lot in developing the contrast levels for the default UI color scheme. There's not a lot of range before text gets hard to read against the background. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted July 17, 2023 Author Share Posted July 17, 2023 Yeah I think it is. I could just make it darker, or make the text darker. Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 18, 2023 Author Share Posted July 18, 2023 Generating an item texture atlas to reduce material count. Now to work out UV coords! Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 20, 2023 Author Share Posted July 20, 2023 Still working on crafting. Got locked items showing and items now add to the queue and are crafted one at a time with a progress bar at the bottom. Something's going on with the expansion of the crafting side which I need to fix. It thinks it's wider than it actually is. 4 Quote Link to comment Share on other sites More sharing options...
Paul Thomas Posted July 21, 2023 Share Posted July 21, 2023 This is some great progress! 1 Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 23, 2023 Author Share Posted July 23, 2023 Got drag & drop working as well as placing items on your person to expand inventory slots. Only certain items can go on your person and only into certain slots. E.g. the backpack can only be equipt onto your back or your hands. This one expands the inventory by 5 slots. Larger packs will do more. 5 Quote Link to comment Share on other sites More sharing options...
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