Here's some shots of the UI from "Salvation Prophecy", which uses CEGUI.
Project website: http://www.salvationprophecy.com
Thanks to Crazy Eddie and the CEGUI team!
-Jabberwocky
Salvation Prophecy
Moderators: CEGUI MVP, CEGUI Team
- Jabberwocky
- Quite a regular
- Posts: 86
- Joined: Wed Oct 31, 2007 18:16
- Location: Canada
- Contact:
Salvation Prophecy
The Salvation Prophecy
Space Combat. Planet Exploration. Strategic Domination.
Space Combat. Planet Exploration. Strategic Domination.
- scriptkid
- Home away from home
- Posts: 1178
- Joined: Wed Jan 12, 2005 12:06
- Location: The Hague, The Netherlands
- Contact:
Hi Jabberwocky,
i stumpled upon your message on the Ogre forums the other day, but since you also post here, i cannot resist to reply
Your projects look really good. Gui wise, i especially like how you seem to have a sort of connectors between your different windows. Great that you choose Cegui!
The whole look of the game has a professional feeling. Keep it up!
i stumpled upon your message on the Ogre forums the other day, but since you also post here, i cannot resist to reply
Your projects look really good. Gui wise, i especially like how you seem to have a sort of connectors between your different windows. Great that you choose Cegui!
The whole look of the game has a professional feeling. Keep it up!
Check out my released snake game using Cegui!
Looks very nice indeed. Good job to you / your team.
But with such a good looking UI, you are doing it a disservice with that cursor; it is extremely difficult to see in some of the screen shots - cursors need to stand out! I know your artist(s) could make a better one!
The whole GUI looks really good though. Keep it up.
But with such a good looking UI, you are doing it a disservice with that cursor; it is extremely difficult to see in some of the screen shots - cursors need to stand out! I know your artist(s) could make a better one!
The whole GUI looks really good though. Keep it up.
- CrazyEddie
- CEGUI Project Lead
- Posts: 6760
- Joined: Wed Jan 12, 2005 12:06
- Location: England
- Contact:
Re: Salvation Prophecy
I just stumbled upon this thread, saw the Videos from your main website, and I must say... WOW!
For a game made in Ogre3D and using CEGUI, I must say this game is awesome!
I will agree with scriptkid, the connectors on those GUIs are pretty neat.
One thing I'm wondering is...
when you open your inventory... you have each box show up in a sequence until they are all done loading. Can I ask how you went about that?
Did you just load the background GUI, then gradually loaded each "blank" button GUI in a loop, then finally showed the content of the INVO after it was done loading?
Now THAT was really cool, IMHO.
Anyways, I might give this game a spin when you guys finish it. =D
BTW, how long did it take you guys to reach this point, and with how many team members?
For a game made in Ogre3D and using CEGUI, I must say this game is awesome!
I will agree with scriptkid, the connectors on those GUIs are pretty neat.
One thing I'm wondering is...
when you open your inventory... you have each box show up in a sequence until they are all done loading. Can I ask how you went about that?
Did you just load the background GUI, then gradually loaded each "blank" button GUI in a loop, then finally showed the content of the INVO after it was done loading?
Now THAT was really cool, IMHO.
Anyways, I might give this game a spin when you guys finish it. =D
BTW, how long did it take you guys to reach this point, and with how many team members?
- Jabberwocky
- Quite a regular
- Posts: 86
- Joined: Wed Oct 31, 2007 18:16
- Location: Canada
- Contact:
Re: Salvation Prophecy
Hey Dredogol,
About the inventory sequence:
Yeah, it's pretty much what you said. Each separate UI screen in my game has it's own .layout file, and .cpp/.h file. So, I have "inventory.layout" which defines all the widgets and their positions. And I have UIInventory.cpp/.h which grabs pointers to all the interactive widgets, CEGUI::Window*, CEGUI::Button*, etc. Every UIScreen class in my game supports Activate(), Deactivate(), and Tick() functions, where Tick() is just a per-frame call where the UIScreen can do whatever work it wants to. So for the inventory sequence, I just mark the time at which the UI was activated, and move/fade in all the widgets as needed during the Tick() update function. It just uses the setPosition and setAlpha functions.
I've been working on the game for about 2 years now. Although more like a a year and a half for the old screenshots and videos you've seen. I'm working on it full-time. I'm the only full-time member, but I have some awesome people helping out on the artwork (UI, models).
Thanks for your comments!
dredogol wrote:One thing I'm wondering is...
when you open your inventory... you have each box show up in a sequence until they are all done loading. Can I ask how you went about that?
About the inventory sequence:
Yeah, it's pretty much what you said. Each separate UI screen in my game has it's own .layout file, and .cpp/.h file. So, I have "inventory.layout" which defines all the widgets and their positions. And I have UIInventory.cpp/.h which grabs pointers to all the interactive widgets, CEGUI::Window*, CEGUI::Button*, etc. Every UIScreen class in my game supports Activate(), Deactivate(), and Tick() functions, where Tick() is just a per-frame call where the UIScreen can do whatever work it wants to. So for the inventory sequence, I just mark the time at which the UI was activated, and move/fade in all the widgets as needed during the Tick() update function. It just uses the setPosition and setAlpha functions.
dredogol wrote:BTW, how long did it take you guys to reach this point, and with how many team members?
I've been working on the game for about 2 years now. Although more like a a year and a half for the old screenshots and videos you've seen. I'm working on it full-time. I'm the only full-time member, but I have some awesome people helping out on the artwork (UI, models).
Thanks for your comments!
Who is online
Users browsing this forum: No registered users and 6 guests