I will not speak badly about some projects, the most work is often the mechanic in the background.
But please make your Games or Demos better looking. The Galaxy Editor have alot Frames, bars, Borders etc. ...
Please dont use always the Standart Textures for all Dialogs and Dialogitems.
Many Games here are fantastic but the Design is terrible and not appealing.
I'm sure many developers would gladly accept any help you could offer. Have you done any map projects to demonstrate what you're after? You could publish something the way you want it and possibly inspire others.
In work on a Sidestory in the SC Universe with noname Characters. The original Campaign give me enough "fluff" to give the world a history.
Because the normal Bossbar is ugly i work on another solution.
The momentan Design is ui_battlenet and planetpanel stuff.
Yes its no standart zerg/terran/protoss design because its hard to find good lean frame.
//img3.imagebanana.com/img/9xrmewsq/thumb/test.jpg" rel="noopener nofollow" target="_blank">http://img3.imagebanana.com/img/9xrmewsq/thumb/test.jpg" alt="example" title="example">
Yes like this. the HP are over the Charportrait with a transparent red layer. Like Baldurs Gate. When Dmg taken the layer comes form the button. But i search in the moment for a good workaround for % HP and the dialogportraitsize. Is your solution trigger editor only or with data/scripts based?
in my trigger
event
unit x becomes dmg
action
variable (x)=integer (damage imput)
-----------
edit:
args is so simple, okay i have it =)
my trigger is wrong, event hp (percent) etc. .. i love the galxy editor =D
I hide the normal game interface and Build with Dialog/dialogitem/images etc. ... all from the bottom self. Its not the perfect way but all without data and scripting editor. The Dialog System is very easy to use and with good work arounds you have good results. I finished my HP and Energy Bar and the result is nice, better than the ugly bossbar.
the game standart game ui is visible because without i have no attack option and cant damag my unit ;P
I hide the normal game interface and Build with Dialog/dialogitem/images etc. ... all from the bottom self. Its not the perfect way but all without data and scripting editor. The Dialog System is very easy to use and with good work arounds you have good results. I finished my HP and Energy Bar and the result is nice, better than the ugly bossbar.
the game standart game ui is visible because without i have no attack option and cant damag my unit ;P
You can do that with Dialog Boxes? That's impressive...
couldn't this topic be moved to a more approriate forum, I'd like to see some more eye candy and this off-topic forum isn't the right place to attract people to this thread. Thank you :)
So, my Portraits now Moving when selected. Not Teleport, moving. The HP and Energy Bar work fine. I created a pseudo "Map" a simple Frame, a few Buttons and a new Camera persektive. It can look like a "normal" overview map. With the help of Textmarkers any Locations on the Map like villages etc. can be easy show/hide ... Give it a camera option to "smooth" the view? The perspektive is not really nice.
Actually I was going to make a post about this a while ago just never got to it. I'm a total noob in editor so I have nothing to support what I was going to say but yay. I was thinking why people don't just create UI's using dialog objects and imported designs. They would probably look so much better than that interface for (no offense, I love the game) SotiS. If somone built a custom UI for it so it was somwhat like Warcrafts with items ATTACHED to the UI it would look a million times better.
As someone new to map making I know getting an amazing UI like that is going to take some work; but that's not the most important part of my map. Getting my map to work properly and the story to flow is key. Once I nail stuff like that down, then I'll start going back through and changing some of the defaut visuals to something cooler.
This is awesome Caipa, and I completely agree. I've been trying to create a different way to do dialogue/conversations between NPC/characters... and I'm not a big fan of the default dialog boxes.
You should do a tutorial!
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I will not speak badly about some projects, the most work is often the mechanic in the background. But please make your Games or Demos better looking. The Galaxy Editor have alot Frames, bars, Borders etc. ... Please dont use always the Standart Textures for all Dialogs and Dialogitems. Many Games here are fantastic but the Design is terrible and not appealing.
So when you have enough time, work on the Style.
I'm sure many developers would gladly accept any help you could offer. Have you done any map projects to demonstrate what you're after? You could publish something the way you want it and possibly inspire others.
In work on a Sidestory in the SC Universe with noname Characters. The original Campaign give me enough "fluff" to give the world a history. Because the normal Bossbar is ugly i work on another solution. The momentan Design is ui_battlenet and planetpanel stuff. Yes its no standart zerg/terran/protoss design because its hard to find good lean frame. //img3.imagebanana.com/img/9xrmewsq/thumb/test.jpg" rel="noopener nofollow" target="_blank">http://img3.imagebanana.com/img/9xrmewsq/thumb/test.jpg" alt="example" title="example">
like this?
ui is still a work in progress tho
Yes like this. the HP are over the Charportrait with a transparent red layer. Like Baldurs Gate. When Dmg taken the layer comes form the button. But i search in the moment for a good workaround for % HP and the dialogportraitsize. Is your solution trigger editor only or with data/scripts based?
in my trigger
event unit x becomes dmg
action variable (x)=integer (damage imput)
-----------edit: args is so simple, okay i have it =) my trigger is wrong, event hp (percent) etc. .. i love the galxy editor =DPretty awesome... How're you guys changing the UI? Editing the .SC2Layout files?
@Sixen: Go
I hide the normal game interface and Build with Dialog/dialogitem/images etc. ... all from the bottom self. Its not the perfect way but all without data and scripting editor. The Dialog System is very easy to use and with good work arounds you have good results. I finished my HP and Energy Bar and the result is nice, better than the ugly bossbar.
the game standart game ui is visible because without i have no attack option and cant damag my unit ;P
You can do that with Dialog Boxes? That's impressive...
Yar! No spoilers though, :P.
Yea, same here. Everything's done with dialogs and the trigger editor.
couldn't this topic be moved to a more approriate forum, I'd like to see some more eye candy and this off-topic forum isn't the right place to attract people to this thread. Thank you :)
So, my Portraits now Moving when selected. Not Teleport, moving. The HP and Energy Bar work fine. I created a pseudo "Map" a simple Frame, a few Buttons and a new Camera persektive. It can look like a "normal" overview map. With the help of Textmarkers any Locations on the Map like villages etc. can be easy show/hide ... Give it a camera option to "smooth" the view? The perspektive is not really nice.
That's amazing, Caipa...
Release 2257
Sorry =P
Check out the latest contest :) Thanks for the inspiration !
Actually I was going to make a post about this a while ago just never got to it. I'm a total noob in editor so I have nothing to support what I was going to say but yay. I was thinking why people don't just create UI's using dialog objects and imported designs. They would probably look so much better than that interface for (no offense, I love the game) SotiS. If somone built a custom UI for it so it was somwhat like Warcrafts with items ATTACHED to the UI it would look a million times better.
@Caipa: Go
Too bad that doesnt really work that well for multi player games.
Not using standard positions for the minimap and other default ui components will cause problems if you intend to use them.
The "Screen Image" dialog is nice but these show for all players. And cant be shown/hidden by player
Some awesome stuff here.
As someone new to map making I know getting an amazing UI like that is going to take some work; but that's not the most important part of my map. Getting my map to work properly and the story to flow is key. Once I nail stuff like that down, then I'll start going back through and changing some of the defaut visuals to something cooler.
@Caipa: Go
This is awesome Caipa, and I completely agree. I've been trying to create a different way to do dialogue/conversations between NPC/characters... and I'm not a big fan of the default dialog boxes.
You should do a tutorial!