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/vr/ - Retro Games

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>> No.2868893 [View]
File: 44 KB, 1061x480, interface.png [View same] [iqdb] [saucenao] [google]
2868893

>>2868870
> mouse interface has been the plan all along but I wasn't sure how to implement it efficiently.
Basically I have an array of all clickable buttons with their left, right, top and bottom coordinates (based on a series of values dependent on each other so they can be moved around in real time by changing some variables) along with associated scripts and graphics, and a script called "leftclick" that just compares the cursor coordinates to every button until it finds a match. I think it could work in multiplayer if every player gets his own one dimensional array that stores his mouse coordinates.
Here's my project thread anyway, I think it's relevant enough to you:
>http://forum.zdoom.org/viewtopic.php?f=19&t=49027

>The original goes as far as to have two hand slots that track items you're currently holding, but that's something I'm not quite sure can be done satisfyingly outside of a fuckton of SetWeapon hacks
That sounds like an inconvenient design choices one wouldn't even necessesarily want to keep, so rationalizing a bit on your own seems like a good idea there.

>>2868873
It looks incredibly neat. A nice border around the cameratexture is in order but I realize it's really WIP.

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