[QUOTE=RonanZer0;50257211][img]http://i.imgur.com/k83r5zk.png[/img]
RP gamemode character selection[/QUOTE]
Green & Red does not fit imo.
Can anyone please tell me why it's dumb... and why I'm getting disagrees?
Ignore boxes. Disagrees means people don't like the style, or... generally disagree with whatever you're saying / portraying.
[QUOTE=szymski;50255626]Making an editor for [URL="https://github.com/szymski/QuantumChip"]my in-game scripting language[/URL].
Does it look ok so far? What would you change?
[IMG]http://url.szymekk.me/raypw[/IMG][/QUOTE]
The title needs to be centered/aligned with the "X" button
Here's an update:
[IMG]http://images.akamai.steamusercontent.com/ugc/263835706287441015/76B36A99B054BCC464130C7732A2D0025BC7BFC7/[/IMG]
Any Suggestions?
[QUOTE=dannyf127;50259232]Here's an update:
[IMG]http://images.akamai.steamusercontent.com/ugc/263835706287441015/76B36A99B054BCC464130C7732A2D0025BC7BFC7/[/IMG]
Any Suggestions?[/QUOTE]
The red box with "Enter to win!" needs to be properly aligned with the box under it.
*Talking about the sides*
[video=youtube;Wr7XASQQweM]https://www.youtube.com/watch?v=Wr7XASQQweM[/video]
Added bots to Ragdoll Combat. Here's a shit tier video of them.
[QUOTE=Mikey Howell;50260268]The red box with "Enter to win!" needs to be properly aligned with the box under it.
*Talking about the sides*[/QUOTE]
Ahh that was intentional, but I'll throw another red box around it.
[QUOTE=RonanZer0;50257904]Can anyone please tell me why it's dumb... and why I'm getting disagrees?[/QUOTE]
I rated it dumb before you explained what it was you were showing us.
i accidentally Source's floating point precision
[vid]https://i.ggor.ca/SdIzK0.webm[/vid]
on the upside i found a cool way to make glitch art
[QUOTE=RonanZer0;50257289]I forgot to put the text.
It's an RP gamemode character selection.[/QUOTE]
Just curious where did you get the concept idea from?
[QUOTE=Nookyava;50262285]Just curious where did you get the concept idea from?[/QUOTE]
Concept idea of what?
[QUOTE=RonanZer0;50262455]Concept idea of what?[/QUOTE]
Wow, that joke flew over his head.
[QUOTE=Freezebug;50252335]
(Radial Menu)
[/QUOTE]
That's actually really cool. It would be far more efficient to use this than conventional methods such as Admins using the ULX menu.
[QUOTE=Robotboy655;50255942]This is heavy work in progress, just wanted to show what spawnmenu could become.
( Ignore the scanning spawnmenu stuff and the lack of margins on the spawnmenu )[/QUOTE]
so does it show more than 128 entries now?
Added some colors and gave my cloud viewer a more pleasant look.
[T]https://a.pomf.cat/tuidut.png[/T]
[QUOTE=Potatofactory;50265633]Added some colors and gave my cloud viewer a more pleasant look.
[T]https://a.pomf.cat/tuidut.png[/T][/QUOTE]
Not really a fan of the small rounded boxes
Originally I was only going to use them for booleans
I'm not sure what to make the groups yet
[QUOTE=Potatofactory;50265841]Originally I was only going to use them for booleans
I'm not sure what to make the groups yet[/QUOTE]
I think it'd look better without the colored boxes and the key in bold and the value in plain text.
[QUOTE=man with hat;50265972]I think it'd look better without the colored boxes and the key in bold and the value in plain text.[/QUOTE]
plain, colored text
i like pretty colors :downs:
[QUOTE=Mikey Howell;50265679]Not really a fan of the small rounded boxes[/QUOTE]
I'd just do away with the fully black border. If a border should be used, it should be a different shade of the same color or a very low-opacity black or gray border.
Been creating my own Vortbeam SWEP for Clockwork.
So far it's got three abilities: primary attack is the standard beam we all know and love, secondary attack is the dispel ability from episode 2, which instagibs nearby antlions and flips over distant ones, and reload activates super punches (animation is kind of buggy).
I dug though all the vortigaunt npc code to get the effects right.
[quote][vid]http://dlbeta.codefi.re/v/zombine/file/2016-05-05_23-16-55.mp4[/vid][/quote]
Sorry for the laggy video.
[video]https://youtu.be/h2_MQPw4vmo[/video]
Finally replaced the last part of the HUDs that really bothered me. One thing hardly seen in the video is the view bob, I got the default HL2 implementation in, next will be the sway and after that I wanna try to mess with the recoil to be more like in cs:go on the default weapons.
Not much done in the front end, but here it is:
[quote][vid]http://puu.sh/oIb4v/c156a2a1c0.webm[/vid][/quote]
[QUOTE=Netheous;50267436]Not much done in the front end, but here it is:[/QUOTE]
Maybe only make the background burry and make sure the menus a solid color?
I mean I like the burry effrct but it's a bit overused.
it makes sense for when you still want a sense of what's going on in the background (i think it's very clever for HUDs or quick menus) but i think it's a bit confusing in the character creation/selection
Thanks for the tips, I'll most likely make it dark, dark, dark gray (30, 30, 30).
Will look both elegant and very readable.
so i found an old gamemode i was working on that was based on meharryp's [url=https://garrysmods.org/download/12051/generic-battlefield-gamemode]generic battlefield gamemode[/url] and i have been having fun working on it
added full support for customisable weaponry in loadouts and made it work a bit like rush in battlefield, where you take one point then move to the other.
[t]http://puu.sh/oIwcn.jpg[/t]
[t]http://puu.sh/oIwdJ.jpg[/t]
[t]http://puu.sh/oIwdY.jpg[/t]
would love to hear suggestions/criticisms on how i can make this look a bit less trashy though
[vid]http://i.imgur.com/idoVyEy.webm[/vid]
[editline]6th May 2016[/editline]
It's going well..
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