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Skins & Bots etc / Re: [HUD Mod] Minimalist UI - v1a
« on: June 08, 2016, 05:31:33 AM »
I hope this doesn't constitute a thread hijack of sorts, but I've been trying to learn SBARINFO through Lego's HUD. There are still things I want to do with it, like adding weapon and item icons to the gauges that I still don't know how to do, but here's what I have so far:
Some more progress. I refined the look of the bars, and also made a horizontal version of the set (my preferred style of gauges).
Some things still confuse me though:
- I can't seem to make the second weapon bar behave correctly (it empties when it should fill or vice-versa)
- How can I mask bars when they aren't needed? I'm making this bar set primarily for use with Class mods, at least for now, and some classes don't need a second weapon bar (like Needle Man for example).
Edit: Some more progress. I fixed the bars' behaviors in regards to direction and state (full, empty) but I'm still having problems with masking. I can't seem to correctly hide the second weapon bars for classes that don't need it, to save screen clutter.
I even made a different graphic for it (a completely retracted bar; if you played Mega Man Legends you know what I mean). I tried to work it out by specifying class types for each HUD (1Weapon bar, 2Weapon bars) and also trying to use else clauses, but so far nothing worked. I may try to adapt the huds individually for every class' needs, but it will be far from elegant code wise I guess.
I appreciate all feedback.
Edit 2: Trying to individualize bar types per character doesn't seem to work correctly. Maybe I'll need to add one lump for each group of classes, and include both at runtime to avoid conflicts, but I'm not sure how to do that.
Edit 3: I figured out a few things and have been able to make it so the HUD now displays only the bars needed by each class (by using the PlayerClass command to build the sub blocks. I wasn't formatting it correctly I guess).
I'm now working out a few kinks of the copywep classes. I'd like to hide both weapon bars when the busters are in use, but I don't know how yet. I tried DrawSwitchableImage, but it doesn't quite work thus far.
Here's the current state of the HUD.
(click to show/hide)
Some more progress. I refined the look of the bars, and also made a horizontal version of the set (my preferred style of gauges).
Some things still confuse me though:
- I can't seem to make the second weapon bar behave correctly (it empties when it should fill or vice-versa)
- How can I mask bars when they aren't needed? I'm making this bar set primarily for use with Class mods, at least for now, and some classes don't need a second weapon bar (like Needle Man for example).
Edit: Some more progress. I fixed the bars' behaviors in regards to direction and state (full, empty) but I'm still having problems with masking. I can't seem to correctly hide the second weapon bars for classes that don't need it, to save screen clutter.
I even made a different graphic for it (a completely retracted bar; if you played Mega Man Legends you know what I mean). I tried to work it out by specifying class types for each HUD (1Weapon bar, 2Weapon bars) and also trying to use else clauses, but so far nothing worked. I may try to adapt the huds individually for every class' needs, but it will be far from elegant code wise I guess.
I appreciate all feedback.
(click to show/hide)
Edit 2: Trying to individualize bar types per character doesn't seem to work correctly. Maybe I'll need to add one lump for each group of classes, and include both at runtime to avoid conflicts, but I'm not sure how to do that.
Edit 3: I figured out a few things and have been able to make it so the HUD now displays only the bars needed by each class (by using the PlayerClass command to build the sub blocks. I wasn't formatting it correctly I guess).
I'm now working out a few kinks of the copywep classes. I'd like to hide both weapon bars when the busters are in use, but I don't know how yet. I tried DrawSwitchableImage, but it doesn't quite work thus far.
Here's the current state of the HUD.
(click to show/hide)



