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  Thread: 2.0 interface design
Post: RE: 2.0 interface design

(06-17-2013 08:13 AM)Rubeus Wrote:  You seem really into this... so let me offer a solution that might help... Take your monitor, flip it upside down, and VIOLA! Your menu is back on top! Reall...
phleshdef Feature Requests 18 13,969 06-17-2013, 05:12 PM
  Thread: 2.0 interface design
Post: RE: 2.0 interface design

Microsoft had plenty of money by the time Windows 3.1 was released. By that time, Microsoft Office was already the dominant business suite... not to mention they were already successfully selling many...
phleshdef Feature Requests 18 13,969 06-17-2013, 07:22 AM
  Thread: 2.0 interface design
Post: RE: 2.0 interface design

"Intuitive" IS the right word to use. Over the past few decades, large companies have spent tons of money on research and focus groups and gathering user feedback to create the common types of user in...
phleshdef Feature Requests 18 13,969 06-17-2013, 12:44 AM
  Thread: Getting current value of GUI Slider?
Post: RE: Getting current value of GUI Slider?

Thank you much.
phleshdef Gui 2 3,318 03-20-2013, 07:02 AM
  Thread: Getting current value of GUI Slider?
Post: Getting current value of GUI Slider?

Is this possible? I don't see any kind of property or method on the Slider control that returns the current value of the slider.
phleshdef Gui 2 3,318 03-20-2013, 05:21 AM
  Thread: Fate of Lysian (Update #6) Dragon
Post: RE: Fate of Lysian (Vid update now here!)

Shatterstar wasn't running a game ready laptop when he made that video. We are gonna get a better take out there soon.
phleshdef Showcase 44 35,041 03-03-2013, 12:26 AM
  Thread: Fate of Lysian (Update #6) Dragon
Post: RE: Fate of Lysian (Vid update now here!)

I'll do ya one better... [video=youtube]http://www.youtube.com/watch?v=GwY4JvlN3TY[/video]
phleshdef Showcase 44 35,041 03-02-2013, 10:34 PM
  Thread: Image.drawMask problem
Post: RE: Image.drawMask problem

Ah, I see. Thank you very much, I'll experiment with that.
phleshdef Support 3 3,973 02-05-2013, 10:25 PM
  Thread: Image.drawMask problem
Post: RE: Image.drawMask problem

I'm attaching the .png version of this image to this post along with some sample code (of course the actual image I'm using was converted to gfx using the converter tool. Code: void MiniMapWindow::...
phleshdef Support 3 3,973 02-05-2013, 02:49 AM
  Thread: Image.drawMask problem
Post: Image.drawMask problem

We attempted to make a custom compass type image to go around our mini map. Just like the one used in the tutorial, we used white as our map area color and black as our transparent (color_add) color. ...
phleshdef Support 3 3,973 01-31-2013, 08:27 AM
  Thread: Advice Needed - Hiding/Showing Explored/Unexplored Areas on MiniMap
Post: Advice Needed - Hiding/Showing Explored/Unexplored...

A lot of RPGs traditionally have this feature where unexplored areas are black or foggy until the player explores those areas, then they open up and are visible on the map. Has anyone tried this or ha...
phleshdef Support 2 3,795 01-31-2013, 06:44 AM
  Thread: Mesh scaling within a ViewPort
Post: RE: Mesh scaling within a ViewPort

Ah, finally figured out the concept of drawing a reverse box mesh with a texture which solves my sky problem. Tutorials are awesome once you figure out the right one to look at.
phleshdef Gui 7 5,593 10-01-2012, 08:52 PM
  Thread: Mesh scaling within a ViewPort
Post: RE: Mesh scaling within a ViewPort

This is all working much better for me now. If someone could tell me an easy way to get rid of the sky in the viewport and just have a black background, I'd be one happy camper.
phleshdef Gui 7 5,593 10-01-2012, 06:36 AM
  Thread: Mesh scaling within a ViewPort
Post: RE: Mesh scaling within a ViewPort

Nevermind, I think I got it! Code: InventoryMenuWindow.rightHand->draw(Matrix().setPosDir(point->pos, point->cross(), point->dir).scaleOrn(Players[0].inventory.slot[SLOT_ARM_R]().scale))...
phleshdef Gui 7 5,593 10-01-2012, 12:44 AM
  Thread: Mesh scaling within a ViewPort
Post: RE: Mesh scaling within a ViewPort

Going back to what I said in my previous post. It seems like, if I scale the club mesh in the viewport the same as the right hand inventory item and I create the cskel in the viewport the same as the ...
phleshdef Gui 7 5,593 09-30-2012, 06:55 PM
  Thread: Mesh scaling within a ViewPort
Post: RE: Mesh scaling within a ViewPort

Ah, I actually made a little progress. I adjusted the following functions in the above code: Code: void InventoryWindow::UpdateMeshes() {     mesh = "../Data/obj/Chr/Human/0.me...
phleshdef Gui 7 5,593 09-30-2012, 07:56 AM
  Thread: Mesh scaling within a ViewPort
Post: RE: Mesh scaling within a ViewPort

Well, I was attempting to draw it at the same scale of the actual club item thats in the players inventory. I suppose its possible that maybe the mesh for the players body I'm using in the preview w...
phleshdef Gui 7 5,593 09-29-2012, 11:30 PM
  Thread: Mesh scaling within a ViewPort
Post: Mesh scaling within a ViewPort

Greetings. I'm continuing my efforts to create an inventory GUI for my little project. I've successfully been able to use a ViewPort to provide a sort of character preview in the inventory menu. I've...
phleshdef Gui 7 5,593 09-29-2012, 10:38 PM
  Thread: List.setElmTextColor weirdness
Post: RE: List.setElmTextColor weirdness

Yea, I read the header files. I read everything. I just didn't make the connection that members had to be members of the same class or struct they are being used for. I thought it could be a member of...
phleshdef Gui 7 5,486 09-26-2012, 06:39 PM
  Thread: List.setElmTextColor weirdness
Post: RE: List.setElmTextColor weirdness

Oh I see what you are talking about now. You must be referring to Properties - Class Member Editing.cpp. I didn't make the connection with that tutorial and what I was attempting to do here. I think ...
phleshdef Gui 7 5,486 09-26-2012, 05:41 PM