Well even if you’re using a 3D menu you can simply import a model to represent each piece (instead of a PNG) and then do the same bounding-box collision for clicks. But obviously it all depends on what you want - so if FengGUI is better for your purposes, that’s the right option.
here is the menu screen of one of my cancelled projects ‘Essence’ an RTS
But the only 3D menu I can recall is Riddicks
seems like to much programming effort in an effect thats cool, but not worth it ^^
Your option seems simpler. I already use some boxes, I need to add a progressive parametrized move and then, I will replace the ugly boxes by animated items. I don’t want mouse selection, I want only a rudimentary keyboard selection. If people complain about the impossibility of using the mouse in the menu, I will use picking as you suggest.
Cero, your menu is nice ;D
Yeah, keyboard input for the menu definitely works too. I think it has a decidedly retro feel most of the time, compared to mouse input, which can be really nice if executed well. Just make sure it’s clear which menu item is currently highlighted. I remember the game “de Blob” on Wii was terrible at that - there would be two options (like yes/no) and I would have no idea which was selected.
haha, I love those, ‘no’ has an animation and ‘yes’, and you absolutely dont know which ones means ‘active’ and what are the others (especially since yes and no are only two options. I mean in a menu screen you could atleast look and say: well this ones looks just different)
Game(Interface) Design at its best =P
I’ve been playing some Lego Star Wars on the Wii lately and the highlighted menu item is alternating between different colours so it sort of looks like its blinking in a way while the other items are just a plain colour.
// Json
Oh and on another note, so that I’m not completely off topic, I did try out Tuer last night, I see you’ve added some menus etc. Looking good, the mouse movement is somewhat slow for my liking though, dunno if I could change that in some options screen or something.
I’m keen on seeing a version of this where you can actually move up and down as well
// Json
Julien can you please link again to the version you wanted me to test?
http://download.tuxfamily.org/tuer/tuer.jnlp
Thank you for testing under Mac OS X.
Which version did you use? The experimental version already allows looking up and down.
Hi!
The enemy that I try to add is composed of 73433 faces. My artist is making a texture for it but it is not yet animated. I will let you know when it is ready.
Some people under Vista succeeded in using the experimental version ;D
for a so big model it may be interresting to use a lower level of detail + a normal map, 73433 faces seems a lot for a single enemy, no ? , 10 enemies will give more than 700 000 faces
I bet he will use normal mapping
no way the game / computers are able to run otherwise with that number
You’re right, he will reduce the number of faces. 8000 would be more reasonable.
The pistol looks nice.
What sort of specs did the working vistas have?
I notice that after trying tuer the vista start menu is much smaller than it should be. -About 1/3 of the height I’ve set it to. But it goes back to normal size after I’ve opened it once.
my guess is that it as to do wiht going fullscren
Not me… :’(
best would be LOD : 16000 / 8000 / 2000 / 500 / 100 , than with openGL you will be able to put hundreds enemies without much trouble.
there are some software that can create very nice LOD easily, first they convert your mesh to progressive mesh and then you can choose the resolution (number of face) you want and export it.
Inexplicably I tried to run TUER on a whimsy again (Vista64, i7, Nvidia, up-to-date) and got a white screen and not much else. How hard can it be?
Cas
Ok cylab has still some work to do to improve his fixes. I have no precision on the configuration of the guy who succeeded launching it. I will try to make another build as soon as possible.
It is a good idea but I don’t plan to display more than 8 enemies in the same room.