[QUOTE=Robotboy655;50370246]And you really need to align these more "prettily":
[img]http://i.imgur.com/4ddyxfA.png[/img][/QUOTE]
Yeah, but it's a bit difficult since I used surface functions for that whole thing - it's doable though, thanks for the idea
[editline]22nd May 2016[/editline]
[QUOTE=Robotboy655;50370257]Also I really doubt the UserID/UniqueID will have much use if any at all other than being a stupid filler gimmick, given UserID change every time server restarts, etc.[/QUOTE]
Yeah, that's mainly meant for bots (I'm using bots for debugging, and they don't have valid Steam IDs), but do you have any ideas for other things that could go there instead?
It's not difficult at all to give two of the draw text calls the same X value saved in a variable, and offset it by the largest value of width from surfrace.GetTextSize() of each row for each new column.
[QUOTE=Robotboy655;50370264]It's not difficult at all to give two of the draw text calls the same X value saved in a variable, and offset it by the largest value of width from surfrace.GetTextSize() of each row for each new column.[/QUOTE]
Yep, that's what I was thinking, I'll try that soon enough
[QUOTE=MPan1;50370258]
Yeah, that's mainly meant for bots (I'm using bots for debugging, and they don't have valid Steam IDs), but do you have any ideas for other things that could go there instead?[/QUOTE]
Why anything has to go there in the first place?
SteamID64 does return unique values for bots.
[QUOTE=Robotboy655;50370267]SteamID64 does return unique values for bots.[/QUOTE]
It returns nothing for me (although I'm creating bots on a LAN server)
So I made a loadout menu for TTT.
It's still missing some stuff like showing weapons that are locked, ...
Feedback is appreciated.
[t]http://images.akamai.steamusercontent.com/ugc/449610456048364312/E5C7E6D588BB287CE713B027E6B8D9C9631CDCF9/[/t]
[QUOTE=Robotboy655;50370264]It's not difficult at all to give two of the draw text calls the same X value saved in a variable, and offset it by the largest value of width from surfrace.GetTextSize() of each row for each new column.[/QUOTE]
He can also string.format
If he's so eager to use tabs, he can do \t
[editline]22nd May 2016[/editline]
I've finally added constructions.
I used my 3D room to create this:
[t]http://puu.sh/p114M/ae2be4cd22.jpg[/t]
And that's how it looks when built:
[media]https://youtu.be/dhPoaitG3Qk[/media]
[QUOTE=MPan1;50369328][t]http://images.akamai.steamusercontent.com/ugc/264962871325236164/6D89DF5029BD1291F48D291ED8CB4CBD4BEA33FF/[/t][/QUOTE]
Looking much better. Sorry if I came off as an asshole last time, I'm a blunt person.
I think making the search bar completely rounded (semicircles on the ends) and removing the outline on it would make it look much better and much more like Apple's design.
I guess if you're going for the desktop feel then less rounded makes sense, but the outline should still go.
[t]http://i.imgur.com/xnxwymB.jpg[/t]
Working on a HUD for my Free For All gamemode.
Any suggestions?
I made Vape Nation the gamemode, It's a meme, yes I know it looks terrible. ( I made it in a few hours ) Don't blast me too hard facepunch, I'm fragile.
[video=youtube;LcD4gvNbcKQ]https://www.youtube.com/watch?v=LcD4gvNbcKQ&feature=youtu.be[/video]
[QUOTE=The Noodler;50371853]I made Vape Nation the gamemode, It's a meme, yes I know it looks terrible. ( I made it in a few hours ) Don't blast me too hard facepunch, I'm fragile.
[video=youtube;LcD4gvNbcKQ]https://www.youtube.com/watch?v=LcD4gvNbcKQ&feature=youtu.be[/video][/QUOTE]
Damn that's some dense vape
Not really been doing anything exciting this week really. Pretty much the only thing I made is repainting CustomHQ Boombox to look decent
[t]http://images.akamai.steamusercontent.com/ugc/276221870395678729/FC27D19E25A9AA35358581E1DE555E8D655AA4C6/[/t]
[QUOTE=Klaes4Zaugen;50371910]Not really been doing anything exciting this week really. Pretty much the only thing I made is repainting CustomHQ Boombox to look decent
[t]http://images.akamai.steamusercontent.com/ugc/276221870395678729/FC27D19E25A9AA35358581E1DE555E8D655AA4C6/[/t][/QUOTE]
I don't have to even zoom in to see that you have wrong Y distance for some elements.
[QUOTE=MaximLaHaxim;50371691][t]http://i.imgur.com/xnxwymB.jpg[/t]
Working on a HUD for my Free For All gamemode.
Any suggestions?[/QUOTE]
I don't like the style, but if you're going to do it at least do it right. In your pic, health is 33% or 1/3 but the square is only 1/9 filled.
[QUOTE=MaximLaHaxim;50371691][t]http://i.imgur.com/xnxwymB.jpg[/t]
Working on a HUD for my Free For All gamemode.
Any suggestions?[/QUOTE]
the overall boundaries of the hud (text included, especially since it's slanted) take up way too much of the screen real estate in one place, perhaps try to see what it'll look like if you move the ammo counter to the right side of the screen?
[QUOTE=NeatNit;50372043]I don't like the style, but if you're going to do it at least do it right. In your pic, health is 33% or 1/3 but the square is only 1/9 filled.[/QUOTE]
[code] local health = LocalPlayer():Health()
local val = math.Clamp( 0, health / LocalPlayer():GetMaxHealth(), 1 )
local size = GAMEMODE.HealthSize * val[/code]
This is what I'm using, borrowed from [url]https://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/index1064.html[/url]. TTT actually uses the same code as well, borrowed from the same wiki article. Are you sure this is wrong?
[editline]22nd May 2016[/editline]
[QUOTE=ZeBull;50372058]the overall boundaries of the hud (text included, especially since it's slanted) take up way too much of the screen real estate in one place, perhaps try to see what it'll look like if you move the ammo counter to the right side of the screen?[/QUOTE]
I actually tried that, but even after a lot of messing around, unfortunately I couldn't find out the math equation to get it there (based on the health's position). I would like that though as well.
[QUOTE=MaximLaHaxim;50372152][code] local health = LocalPlayer():Health()
local val = math.Clamp( 0, health / LocalPlayer():GetMaxHealth(), 1 )
local size = GAMEMODE.HealthSize * val[/code]
This is what I'm using, borrowed from [url]https://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/index1064.html[/url]. TTT actually uses the same code as well, borrowed from the same wiki article. Are you sure this is wrong?
[editline]22nd May 2016[/editline]
I actually tried that, but even after a lot of messing around, unfortunately I couldn't find out the math equation to get it there (based on the health's position).[/QUOTE]
You're missing something there. Assuming "size" is being used for both width and height, what you have is 1/3 width * 1/3 height = 1/9 area. In other words, that factor is being squared. Instead of the line "local size = GAMEMODE.HealthSize * val", use "local size = GAMEMODE.HealthSize * math.sqrt(val)". This is because a square root is the opposite of a square, and each balances the other. Math!
[QUOTE=Fillipuster;50370107]Agreed. How would I place the elements on a texture object to rotate? I cannot see how that'd be done given that the number are not static :/[/QUOTE]
What you would do is output each rotated number as a texture from Photoshop and VTFEdit, and then offset the positions of each texture on screen.
-snip, nvm-
Builidings for my gamemode
Now I gotta figure out how to make models lighting less shit.
[t]http://puu.sh/p1sU2/6412a1c6b0.jpg[/t]
Improved HUD, hope you don't mind me posting my changes.
[t]http://i.imgur.com/cuhcWaU.jpg[/t]
I used the math.sqrt change that was suggested by NeatNit/TFA, and also took Bull's suggestion and made the HUD a lot smaller, and also moved the ammo display to the right, after a lot of tinkering.
What else should I change? A few of you said you didn't like the style, what should I use instead?
[QUOTE=MaximLaHaxim;50372671]Improved HUD, hope you don't mind me posting my changes.
[t]http://i.imgur.com/cuhcWaU.jpg[/t]
I used the math.sqrt change that was suggested by NeatNit/TFA, and also took Bull's suggestion and made the HUD a lot smaller, and also moved the ammo display to the right, after a lot of tinkering.
What else should I change? A few of you said you didn't like the style, what should I use instead?[/QUOTE]
looks exponentially better than before; but have the boxes shrink/grow relative to the middle of the box instead of the first corner, it's alot cleaner and more intuitive that way.
-snip, I understand now-
I'm having so much fun this - here's a cannibalistic altar where you can sacrifice resources for health, mana and plagues.
[t]http://puu.sh/p1uTm/824eb2fcbd.jpg[/t]
[QUOTE=ZeBull;50372706]looks exponentially better than before; but have the boxes shrink/grow relative to the middle of the box instead of the first corner, it's alot cleaner and more intuitive that way.[/QUOTE]
How would I do that?
Current code:
[code] local health = LocalPlayer():Health()
local val = math.Clamp( 0, health / LocalPlayer():GetMaxHealth(), 1 )
local size = GAMEMODE.HealthSize * math.sqrt(val)
local x = ScrW() / GAMEMODE.BackgroundPosX + (GAMEMODE.BackgroundW - GAMEMODE.HealthSize) * 0.5
local y = ScrH() / GAMEMODE.BackgroundPosY + (GAMEMODE.BackgroundH - GAMEMODE.HealthSize) * 0.5
surface.SetDrawColor( 255, 0, 0, 255 )
surface.DrawRect( x, y, size, size )[/code]
[QUOTE=MaximLaHaxim;50372910]How would I do that?
Current code:
[code] local health = LocalPlayer():Health()
local val = math.Clamp( 0, health / LocalPlayer():GetMaxHealth(), 1 )
local size = GAMEMODE.HealthSize * math.sqrt(val)
local x = ScrW() / GAMEMODE.BackgroundPosX + (GAMEMODE.BackgroundW - GAMEMODE.HealthSize) * 0.5
local y = ScrH() / GAMEMODE.BackgroundPosY + (GAMEMODE.BackgroundH - GAMEMODE.HealthSize) * 0.5
surface.SetDrawColor( 255, 0, 0, 255 )
surface.DrawRect( x, y, size, size )[/code][/QUOTE]
sorry, since I don't know the real value of most of those variables, I can't give you a definitive answer. the general equation for centering a box goes like this.
for example if you wanted to center a box alongside the player's screen, it would be
boxes position would need to be ((ScrW()/2)-(half of the box you're drawing's width),(ScrH()/2)-(half of the box you're drawing's height))
e.g.
[CODE]
-- say your hp box was 1x1, and you're trying to draw it perfectly center at the player's screen
surface.DrawRect( (ScrW()/2)-(0.5), (ScrH()/2)-(0.5), 1, 1 )
-- the general method of centering a box
surface.DrawRect( ((outsidebox width)/2)-(inner box width)/2,((outsidebox height)/2)-(inner box height)/2)
[/CODE]
sorry if a bit confusing, if you need further help or suggestions add me on steam and i'll be happy to help/explain further; i'm not the absolute best teacher on demand
[QUOTE=NeatNit;50372043]I don't like the style, but if you're going to do it at least do it right. In your pic, health is 33% or 1/3 but the square is only 1/9 filled.[/QUOTE]
He's not "doing it wrong," he's simply trying to do something different. Instead of having health be represented by the area of the square, he's choosing to have it represented by the side lengths of the square. It might be misleading as to how much health you really have, but that's still not [I]wrong[/I] per say.
[QUOTE=MaximLaHaxim;50372671]-HUD-[/QUOTE]
I'm not sure if my criticism will be especially useful or constructive, as I don't really agree with any of your design choices, but I'll try.
What's the point of the huge amount of blank space around your health-squares?
Why do you have white outlines around everything? In my opinion, it clashes with the transparent background.
I'm not a fan of the health 'squares'. I think they're hard to read and just downright unattractive. If you want to go with them, I think centering the colored part instead of having it in the top left corner would look better.
Why are you drawing the text diagonally? The awful artifacting caused by it really outweighs any benefit it could give, imo.
Sorry for so much criticism and so few compliments, and I hope you don't take this the wrong way.
[QUOTE=roastchicken;50373693]What's the point of the huge amount of blank space around your health-squares?[/quote]
Do you mean the fact that the two squares are on both sides of the screen? That's done so they both aren't on the same side, which would take up too much space. There needs to be visibility.
[QUOTE=roastchicken;50373693]Why do you have white outlines around everything? In my opinion, it clashes with the transparent background.[/quote]
To simply add a bit of pizazz and to "finish" the backgrounds/squares and improve visibility. Without an outline on the background, the transparent-black could easily blend in with darker areas, and it just wouldn't look, well, imo, "finished". The outline around the squares is done for the same reason, I think it makes them look more "finished".
[QUOTE=roastchicken;50373693]I'm not a fan of the health 'squares'. I think they're hard to read and just downright unattractive. If you want to go with them, I think centering the colored part instead of having it in the top left corner would look better.[/quote]
The health squares are part of the "blocky" feel I went for, as I really hate circular/rounded HUDs. I also don't see how they're hard to read- square not filled in much = low health, square filled in a lot = high health.
[QUOTE=roastchicken;50373693]Why are you drawing the text diagonally? The awful artifacting caused by it really outweighs any benefit it could give, imo.[/quote]
For decoration and making it take up less horizontal space. The artifacting doesn't really look that bad to me, I find it pretty easy to read.
Sorry if my responses seem a little harsh, my anxiety just got me a little pissed when I saw the post.
[QUOTE=MaximLaHaxim;50372671]Improved HUD, hope you don't mind me posting my changes.
[t]http://i.imgur.com/cuhcWaU.jpg[/t]
I used the math.sqrt change that was suggested by NeatNit/TFA, and also took Bull's suggestion and made the HUD a lot smaller, and also moved the ammo display to the right, after a lot of tinkering.
What else should I change? A few of you said you didn't like the style, what should I use instead?[/QUOTE]
I don't even know what I'm looking at. People shouldn't have to play guessing games on how the HUD is representing information. The angled text doesn't even fit in with the style. It looks like it was angled for the sole purpose of being different.
[QUOTE=man with hat;50374237]I don't even know what I'm looking at. People shouldn't have to play guessing games on how the HUD is representing information. The angled text doesn't even fit in with the style. It looks like it was angled for the sole purpose of being different.[/QUOTE]
Weird. A few friends of mine who I showed this knew what was what when I never even told them. Eh, people are different. There'll always be some who like it and some who don't.
Sorry, you need to Log In to post a reply to this thread.