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Showing posts with label UI. Show all posts
Showing posts with label UI. Show all posts

Monday, June 28, 2010

INgame_pause

the in game pause menu is up, I don't know if I did it right.

Somebody should check it just to be sure

Monday, June 21, 2010

Success! and Button tips

I got my stuff done as per the awesome chart Lionell provided; fixed the AI bug, made bosses drop shiny things made the health scale when you switch outfits (POSSIBLE GAME EXPLOIT: take damage in a high-health outfit; switch to a low-health outfit to heal), made the health numbers display on the hud, along with the shiny count.

I think I may have missed a few thing along the lines of documentation, if someone could point out what I am missing (check the programmer's section on box.net) please let me know.

finally; it turns out making a movieclip act like a button is so simple, I don't even need to make a new class or anything! you guys just need to follow a few simple instructions:

1.) label each frame in your future button "_up" "_over" "_down" "_hit"
2.) on the first frame of the button, add the following code (F9):

stop();
this.buttonMode = true;

3.) ???
4.) Profit!

source: http://www.adobe.com/livedocs/flash/9.0/ActionScriptLangRefV3/flash/display/Sprite.html#buttonMode

Monday, June 14, 2010

Option Screen Update 6/14

Hello all,

Now that graduation is over, lets get back to business. The problem I ran into with the option screen is what can we give the player control of. The scroll bar for the audio was my initial idea. But after talking it over with Paul, he says that it may not be possible to get it to work in time. So instead of wasting time on the scroll bar, lets put our time into making the rest of the game better. So thinking of what we can give the player control of, I thought of turning the audio on and off with buttons. I was considering using a cheat code addition if we had enough time to give the player more of a fun factor. Paul had one created for the first prototype and could possibly create another. Other than that, I don't know what other choices we can make available to the player to increase the funativity. We as a team need to review and make a decision.

Thanks, see you all Tue
Phil

Thursday, June 10, 2010

Game update

I took it upon myself to add a few menus to the game and code them to work. I have added the tutorial screen to the game and have coded it to work. Right now there are the controls, collecting, and objective parts on the tutorial screen are all on the same screen, but it's one big mess of text. I have to go back and fix that to make it cleaner. I have also added the framework for the win and lose screens. Additionally, I have coded the lose screen to come up as I was unable to figure out how to have the win screen come up after collecting all three golden nuts (soon to be shinnies).

However, I have run in to a problem with the the lose screen. It comes up and everything, but it's spits out a really weird error that does not make sense to me. This version of the game is in Kim's drop box called prototype_trevor_6_10-1 or something like that. One last thing, I did clean up the library a bit, and nothing seems to have magically disappeared when I did that. If something did, Paul's version is in Kim's drop box as well.

I will post a recap of this week sometime tomorrow when I am more awake and can think straight.

Inventory Update 6/10

Hello All,

I forgot to upload my inventory screen to box, sorry. The idea is to keep it simple like the last shop screen. When a character gains a weapon, it goes into the inventory slot. This also applies to the armor upgrades. The inventory screen will allow the player to view and change all available weapons and armor as they see fit. At the bottom of the screen is the shinnies counter. When the player defeats a boss, they will collect a shinny. When the player collects all four shinnies, the level is complete. The appropriate shinny will go into the correct box. For example, if the player skips the first boss and beat the second boss, the second shinny will highlight in the menu. The artist still have to make it pretty, but this is my design.

Everyone go to box.net under the U.I. folder and take a look.

Thanks,
Phil

Win and lose concepts

These are some ideas I was working on. Tell me whatcha think









Monday, June 7, 2010

New Level Select Mon 6/7

Hello All,

I just loaded the new level select screen up to box.net. I just need Lionell to work his magic on the placeholders. I was going for a typical squirrel action that the player can identify. Everyone has seen a squirrel run on a line before in their life. So my thought process was to include that into the menu. Paul says it may be possible to animate the little squirrel, but it is not a high priority. Everyone take a look and see what you think.

Phil

Saturday, June 5, 2010

New Hud Idea, Saturday 6/5

Hello All,

The problem with the old hud was the acorns. So while talking to Trevor about what we should add, we came up with the cache case. I have put in a placeholder for now till the art team can draw up the real one. The old hud can stay and I took out the static text box that was no longer in use and put in the placeholder for the cache case. Since the weapon and armor will be scattered in the level, we created the cache case to hold the shineys the player collects from the bosses. The weapons and armor will automatically change when the player picks them up. So the only use for the hud that we could think of was to make a shineys counter. The four shineys are needed to go on to the next level. I have placed the swf file in the u.i. folder since the fla file won't load up. Everyone take a look and see if you agree.

Thanks,
Phil

Thursday, June 3, 2010

U.I. Update

Hello all,

To review what's going, I am doing the Inventory, Level Select, Options, and In-game Hud screens.

That's all for now,

Phil

Tuesday, June 1, 2010

U.I. Update

Hello all,

I loading my thumbnails and renders to box for viewing. I redone our level select screen for our new storyline and outlook. Let me know what you think.

Phil

Monday, May 31, 2010

U.I. Flowcharts

I completed the flowchart late Saturday night. I am sorry for not posting the new flowcharts then. They are up on box in the U.I. -> Flowcharts folder. Please let me know if the flowchart works for everyone.

Thursday, May 20, 2010

Shop Update

Hello All,

I just made the changes that were suggested in class. The spaced out the lettering, changed the cost of the cannon, and took out the attack speed and added names of the outfits. I 'm still having trouble lining up all the text perfectly.

I will be helping Jamie at the conference center at 10am tomorrow and then work at 2pm. So if you guys need something, shoot me a text and I will call when I can.

Later,
Phil

Tuesday, May 18, 2010

Level Select Screen

Hello All,

I just loaded up the Level Select screen on to box. I got Lionell, Trevor, and Jacobs opinion on the levels. I need input from the rest of the team to see if we all like the levels.
Take a look and let me know.

Phil

Friday, May 14, 2010

Shop Update

Hello All,

I'm done with all the buttons. The problem now is that I'm having alignment issues with the buttons. Inside the movie clip the lines are in the exact same spot. But when you rollover all the buttons the slightly shift in size.

I loaded the SWF file onto box.net. I still can't download the FLA file.
I need suggestions on how to fix this. Thanks.

Phil

In game HUD by Perry







Here's a start I have so far I will be posting other images too .












Thursday, May 13, 2010

Revamped shop

Hello all,

I uploaded a new version of the shop with the weapon labels on it. I'm still playing with the scaling of the text, but you get the idea.

Need input, take look and lt me know.

Phil

Wednesday, May 12, 2010

Main Menu overhaul

Since last term, I had decided to redo the Main Menu design. The initial design was to have a birds eye view, but due to the perspective and design of it, I changed it to be top down. As time went on, the level assets and art style clashed with the main menu design. I have now designed a new interface for the main menu with some critiquing throughout the design process.

I spent a good amount of time coloring the menu to fit with the rest of the game. This was achieved with great success, at least in my opinion, from the color style guide.

The main menu, as well as the credits and shop screen, where the three menus needed for this milestone. The shop is completed, with a few minor things being added. As for the credits screen, it is a basic framework for now and shall be revisited.

We have about a week and a half before interfaces. There is the options screen, and tutorials screen that still need to be designed. Between Phil and myself, I feel it would be best to at least come up with the framework for those menus to show that we have thought about the design of the menus.

For the shop and wind/lose screens, I think that they should fade-in while dimming the background. I believe that this would alert and shift the players attention to the new screen so they do not try and continue to move the character around.

In the next version of our game, I would really like to have the space bar be the jump button. I find it hard, even in the new version of the prototype, to make some of the jumps.

 During class on Tuesday, there was multiple people with the "current" version of our prototype. At one point in time, the new level clashed with the old one, and I believe that it caused some issues after that. I am trying to think of a way to better streamline the process of getting our parts in to the game. The only thought that comes to mind is to have one computer with the current prototype on it and open. This way anyone can have access to it to make the necessary changes without trying to merge two or more flash files.

Last but not least, I have seen and read the audio document that contains the sounds and a description of where they will be used. I have not seen a sound prototype of any kind yet as stated in the milestone list from last week. Hopefully that sound prototype will be there when we present on Thursday.

Monday, May 10, 2010

UI Guys

Yo I was thinking maybe we shouls have the enemy have a mini energy bar so the player can know how much health they've taken

Saturday, May 8, 2010

Main Menu update

I have started on getting the new Main Menu into Flash. It is still a work in progress. I am using a previous Main Menu idea that I have and have made some thumbnails to make it better. Also, the font size has changed for readability, but the font type will remain the same. The one thing I must admit is that I have not followed the process exactly. However, I fine it better to visualize and see it in Flash, then go back to drawing and make the interface better.

In the end, the process will show correctly and will be put in to the art bible. There is two small request I have:

Jacob: I believe you have the most recent (version 11) of the design document. Can you please post that on box?

Lionell: I need the Warnutz title/logo so I can added it to the Main Menu please? Put it in the UI folder under Menu's and label it "Main Menu Title".

There is one objective I have this term and that it to keep Box.net organized. That being said, I have made folder for everyone to post their stuff. Up on box is a file called "Follow the box rules". I think this will make box more efficient. Feel free to update it if you think it would work better another way. I am not trying to confuse anyone with it, just trying to keep thing organized and easy to find for everyone.

Since we have to look at the big picture from now on, personally I would like to have all of the menus to have a framework at the very least. The design of the in-game screen is good, we just need to make it all pretty.

Friday, May 7, 2010

Shop Version 3.0

Hello All,

First of all, great job to Lionell. The shop looks great.
I just added the real weapons in as the buttons. The roll over with the weapon info just has to be added. And once Lance and Max figure resource cost for the items we can add that in as well.

Keep up the good work guys,
Phil