In this video I finally import the HUD element that we created a week or so ago. Originally I ran into some issues with the imported image looking pretty bad. It turns out that when you import textures they resize to a multiple of 64, i.e. 64x64, 128x128, etc. For a small image with a lot of subtle alpha settings to blend the edges, the resizing can really screw it up. Once I resized it in Gimp to be 128x128, it looked much better. So from now on, we will be making our texture sizes multiples of 64.
Daily progress of an indie game developer as he learns development from the ground up.
Showing posts with label HUD. Show all posts
Showing posts with label HUD. Show all posts
Friday, July 15, 2011
Saturday, July 9, 2011
Using Gimp to create a HUD element
I am definitely no expert in Gimp, so please keep the laughing to a minimum! Since I am not an artist, I really appreciate the way programs like Gimp can make it easy to apply 3D effects like emboss. In this video I create a basic image that I'm going to import as a texture and then put in the HUD of the game. This will be the control to handle the rotation of movable objects.
Wednesday, June 15, 2011
What I'm working on
I normally try to get videos out nearly every night, but I have run into some issues that are taking a bit longer to develop. I am trying to implement rotating the objects in the game in addition to moving them. While this is rather trivial on one sense, it is proving difficult because I am trying to setup a HUD overlay when you mouse over a movable object. The overlay has a button for rotating the object. So far I can get the overlay to appear in the correct position, but one of the issues I am having is that I have set the "onMouseLeave" event to hide the overlay but it doesn't seem to work the way I expected. The other issue is that I want the overlay to be a circle around the object, but if I implement zooming in overhead mode, the objects will scale up and the overlay will need to scale up as well. So I'm working on it--stay tuned....
Labels:
game design,
HUD,
ShiVa3D
Thursday, June 2, 2011
Heads up!
Cliche, I know...oh well. Here we add a basic HUD component in the form of a crosshair for aiming. Then I work some trickery to make the crosshair disappear when we aren't aiming.
Labels:
game design,
HUD,
ShiVa3D,
tutorials,
video
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