[QUOTE=Robotboy655;47969728]Maybe flip the arrow inside the box?[/QUOTE]
That would be much like yours but I thought of stacking these bar things eventually, and I prefer it like that.
An HTML GUI in Garry's mod's version of Awesomium is a nightmare to work with, especially with the broken alpha rendering. +1 to ott for putting up with awesomium's shit
Also, since this is WAYWO, here's a snapshot of my age-old html gui for my age-old admin mod
[t]http://i.imgur.com/dIl8ywe.jpg[/t]
[t]http://i.imgur.com/iMwOb3Z.jpg[/t]
[t]http://i.imgur.com/gj9r5es.jpg[/t]
[QUOTE=MasterDaPro11;47966278]We need a new "Particle King" rating.[/QUOTE]
:zoid: Particle King x [b]1[/b]
There you go :P
[QUOTE=swadicalrag;47971407]An HTML GUI in Garry's mod's version of Awesomium is a nightmare to work with, especially with the broken alpha rendering. +1 to ott for putting up with awesomium's shit[/QUOTE]
Broken alpha rendering? I thought it worked fairly well.
Besides the nasty aliasing issues...
We have 1bit alpha value
Looks good enough to me
[t]http://4st.me/hXkS4.png[/t]
Oh boy! I remember grymod having issues about it
[QUOTE=gonzalolog;47974318]Oh boy! I remember grymod having issues about it[/QUOTE]
Yep.
[URL="https://github.com/Facepunch/garrysmod-issues/issues/865"]
So, is it fixed ? Or maybe my html code was not the right one ?[/URL]
It doesn't work because Awesomium outputs image data with a premultiplied alpha channel which gmod doesn't render properly.
The subpixel antialiasing is crap due to not knowing the colour's of gmod's screen, you can disable it by using SVG fonts to only have alpha channel antialiasing but the alpha channel is still wrong.
[video=youtube;0LFHINR4Y8Q]http://www.youtube.com/watch?v=0LFHINR4Y8Q&feature=youtu.be[/video]
Working on an XM player.
I figured it would be nice to actually be able to create music ingame with it. So i'm working on an editor / tracker to allow users to create music ingame with various sounds, then export it into a .xm file.
A few things it doesn't support right now are:
- Tempo Changes.
- Tempo over 256.
- Pitch bends.
- songs with over 16 rows / pattern
- anything over 18 channels.
- Large samples (crashes game)
Did some math for Sheeplie. Fairly simple, but I like how it turned out.
[video=youtube;yybbipDNDaI]https://www.youtube.com/watch?v=yybbipDNDaI&feature=youtu.be[/video]
[video=youtube;H5I4Q7D1WJA]https://www.youtube.com/watch?v=H5I4Q7D1WJA[/video]
Got sick of seeing players without IK (Inverse Kinematics) in Multiplayer.
As you can see, the feet auto-negotiate the best position for the stance to make it a bit more realistic looking. This wasn't hard, but it's a nice touch. It also allows for a bit more customization when it comes to animation in the long-run.
The player is swaying back and forwards because I was messing with body_yaw and spine_yaw. He's groovy!
As you can see, though, the animations are a bit wonky at the moment.
[QUOTE=Spencer Sharkey;47985618][video=youtube;H5I4Q7D1WJA]https://www.youtube.com/watch?v=H5I4Q7D1WJA[/video]
Got sick of seeing players without IK (Inverse Kinematics) in Multiplayer.
As you can see, the feet auto-negotiate the best position for the stance to make it a bit more realistic looking. This wasn't hard, but it's a nice touch. It also allows for a bit more customization when it comes to animation in the long-run.
The player is swaying back and forwards because I was messing with body_yaw and spine_yaw. He's groovy!
As you can see, though, the animations are a bit wonky at the moment.[/QUOTE]
Wasn't there engine bindings added for IK?
Edit:
[URL="http://wiki.garrysmod.com/page/Entity/SetIK"]Yeah there are[/URL], but I'm not sure how good it is, in any case, your stuff looks good too!
[QUOTE=KingofBeast;47984377]Did some math for Sheeplie. Fairly simple, but I like how it turned out.
[video=youtube;yybbipDNDaI]https://www.youtube.com/watch?v=yybbipDNDaI&feature=youtu.be[/video][/QUOTE]
I've already implemented this feature in my [URL="https://scriptfodder.com/scripts/view/1321"]MaterialF4[/URL] :v
[QUOTE=szymski;47988072]I've already implemented this feature in my [URL="https://scriptfodder.com/scripts/view/1321"]MaterialF4[/URL] :v[/QUOTE]
This is not the place to advertise your paid addons.
[QUOTE=szymski;47988072]I've already implemented this feature in my [URL="https://scriptfodder.com/scripts/view/1321"]MaterialF4[/URL] :v[/QUOTE]
Seriously?
You have no clue of the context of the code KingOfBeast posted, and yet you still have the audacity to post your shit [I]DarkRP[/I] addon? Weak, dude.
Could some better people at design than me please give this some criticism, i really don't know what i need to change, apart from the teams name,
[IMG]http://i.imgur.com/qjYhAIs.jpg[/IMG]
Usually a mostly-transparent colored rectangle on top of the blur looks better than just regular blur
[QUOTE=AIX-Who;47989590]Could some better people at design than me please give this some criticism, i really don't know what i need to change, apart from the teams name[/QUOTE]
Please tell me you're not forking from the old basewars gamemode and instead start from scratch ?
I don't know what it is but there's something about blur I just don't like
Although I still love flat UI so maybe I simply have awful taste
[QUOTE=AIX-Who;47989590]Could some better people at design than me please give this some criticism, i really don't know what i need to change, apart from the teams name,
[IMG]http://i.imgur.com/qjYhAIs.jpg[/IMG][/QUOTE]
Going with what Exho said, you shouldn't really be using blue unless it's for something fullscreen or something that is contained in a border of some sort (ie, a DFrame, outlined DPanel, etc.). Having a scoreboard blur 50% of the screen takes away from everything going on behind it.
[QUOTE=szymski;47988072]I've already implemented this feature in my [URL="https://scriptfodder.com/scripts/view/1321"]MaterialF4[/URL] :v[/QUOTE]
Smooth plug. Smooth like sandpaper.
[QUOTE=Spencer Sharkey;47989558]Seriously?
You have no clue of the context of the code KingOfBeast posted, and yet you still have the audacity to post your shit [I]DarkRP[/I] addon? Weak, dude.[/QUOTE]
To be fair, I don't even know the context of my code. I just gave Sheeplie a snippet for mouse-eye tracking. I have no idea what he wanted it to be used for. My guess would be a Sims-esque radial menu, though.
For the sake of content, view TWH bows and arrows in full action.. please don't make fun of me for getting my ass kicked by an antlion..
[video=youtube;m7TafFzcVfE]https://www.youtube.com/watch?v=m7TafFzcVfE[/video]
[QUOTE=szymski;47988072]I've already implemented this feature in my [URL="https://scriptfodder.com/scripts/view/1321"]MaterialF4[/URL] :v[/QUOTE]
ok
[video=youtube;0QxnqduD2L8]http://www.youtube.com/watch?v=0QxnqduD2L8[/video]
stencils and shit i guess
[QUOTE=Joeyl10;47995132][video=youtube;0QxnqduD2L8]http://www.youtube.com/watch?v=0QxnqduD2L8[/video]
stencils and shit i guess[/QUOTE]
Every time I see someone do something neat like this with stencils I think to myself, "Man, I should teach myself how to do stencils!", and then I realize it's too complex for me.
Nice work, especially enjoy the smooth teleportation transition.
[QUOTE=Joeyl10;47995132][video=youtube;0QxnqduD2L8]http://www.youtube.com/watch?v=0QxnqduD2L8[/video]
stencils and shit i guess[/QUOTE]
Oh man that transition is so smooth.
[editline]18th June 2015[/editline]
[QUOTE=Z0mb1n3;47995346]Every time I see someone do something neat like this with stencils I think to myself, "Man, I should teach myself how to do stencils!", and then I realize it's too complex for me.[/QUOTE]
It isnt complex really, it may look like magic but when you understand the concept it's actually really simple stuff.
Stuff like portals and whatnot has been possible for a very long time, and it's been implemented several times since... I think a big player in making it as seamless as it is today is the fact the hardware everyone runs is much more powerful.
Needless to say, of course, your portals are awesome!
[media]http://www.youtube.com/watch?v=qCDSwZlU_Pw[/media]
I feel a bit stupid for posting this but it's the first LUA project I've coded from scratch with the assistance of my friend Webba and I'm quite proud of myself. It's also made me realize that of lot of small features and functions are the trickiest. Since this video I've also added a win and lose sound at the end of the spin which took me way too long.
Do you think I should make the slots automatically finish scrolling when the first icon doesn't match the second, because I've realized that it's kinda painful having to watch the last wheel spin to a halt after the first two slots are a mismatch.
[sp]I'm going to add more of course - if anyone knows how real life slots work can you explain the hold functions and stuff like that because I've never actually played a real slot machine[/sp]
[QUOTE=FreddiRox!;48001093][media]http://www.youtube.com/watch?v=qCDSwZlU_Pw[/media]
I feel a bit stupid for posting this but it's the first LUA project I've coded from scratch and I'm quite proud of myself. It's also made me realize that of lot of small features and functions are the trickiest. Since this video I've also added a win and lose sound at the end of the spin which took me way too long.
Do you think I should make the slots automatically finish scrolling when the first icon doesn't match the second, because I've realized that it's kinda painful having to watch the last wheel spin to a halt after the first two slots are a mismatch.
[sp]I'm going to add more of course - if anyone knows how real life slots work can you explain the hold functions and stuff like that because I've never actually played a real slot machine[/sp][/QUOTE]
Maybe speed up the lasts scrolling? So the player doesnt have to wait long but he cant just spam the button.
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