I also got a message system setup so that I can display simple, timed messages above the player's head (i.e. "Obtained Rocket Launcher!", "Picked up 24 Shotgun Shells", etc.)
AND, the best part IMO, I got the character hooked up to the controls. So, now you can move the player around and such.
Not much to show, except the message system. Here's me testing it:
Gotta love typos. I had originally put "This is an example message." but it sounded wrong so I erased example and put test.
After dinner its on to enemies and AI. So, I'll be needing some rope and a chair.
To be honest, other than my pong clones and that piece of shit I called a vertical scroller, this is the farthest I have made it on a project; once I get weapons working, enemies done, and events/scripting finished I believe all I have left is content. Hopefully! *crosses fingers*
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Another quick modification to the HUD interface. I realized that I hadn't put in a way to switch the ammo types nor did I have any way to show what type of ammo you were using (trial and error when it comes to ammo isn't fun.) So, I added a small label next to ammo count and weapon area. Here's a little screenie:
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Also, I'd REALLY appreciate some feedback on the layout of the HUD in the top left (the 'Paused' dialog won't be there later on.) I like the layout, but if anybody else can think of something better, let me know.
I've been asked about my GUI a couple times, so I figured I'd show a small example. The HUD in the game is created using this C++ code at the moment:
Hud = ParentGame->Environment.AddControl(new dft::Gui::HUD(0, 0, true));Hud->Visible = true;HealthBar = Hud->AddChild(new dft::Gui::Bar(126, 3, 127, 26, 0, PlayerChar.CurrentStats.Health, dft::Graphics::Color::Red, true));HealthBar->Visible = true;WeaponIcon = Hud->AddChild(new dft::Gui::Image(10, 34, 97, 32, "Graphics/weapons.png", Rectangle(0, 0, 97, 32), true));WeaponIcon->Visible = true;AmmoCountLabel = Hud->AddChild(new dft::Gui::Label(93, 35, 63, 31, "", "Ammo Count", Hud, true));AmmoCountLabel->Visible = true;AmmoCountLabel->FontFormatting = dft::Graphics::FontFormatting::Right | dft::Graphics::FontFormatting::VCenter;AmmoCountLabel->FontName = "DigitalReadout";AmmoCountLabel->FontColor = dft::Graphics::Color::Red;PlayerScoreLabel = Hud->AddChild(new dft::Gui::Label(4, 4, 118, 24, "0", "Player's Score", Hud, true));PlayerScoreLabel->Visible = true;PlayerScoreLabel->FontFormatting = dft::Graphics::FontFormatting::Right | dft::Graphics::FontFormatting::VCenter;PlayerScoreLabel->FontName = "DigitalReadout";PlayerScoreLabel->FontColor = dft::Graphics::Color::Red;PlayerScoreLabel->Text = Int::ToString(PlayerScore);AmmoTypeLabel = Hud->AddChild(new dft::Gui::Label(164, 34, 65, 10, "Normal", "Ammo Type", Hud, true));AmmoTypeLabel->Visible = true;AmmoTypeLabel->FontFormatting = dft::Graphics::FontFormatting::VCenter;AmmoTypeLabel->FontColor = dft::Graphics::Color::White;AmmoTypeLabel->Text = AmmoTypes::ToString(PlayerChar.CurrentAmmoType);
I do plan on adding a layout via an external file, but that'll come at a later time.
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One last edit lol. I made a short movie showing off the moving character and how I've hooked up the message system. I didn't know how much time I had (Fraps can only take 30 second movies) so it's kind of rushed; sorry =/.
[Movie 1]
Sorry I've not been following anyones journals for a while. Real life sort of took over, so I've just been catching up on your progress with this.
The menu on the right looks really nice and clean.