July 9 Update
Posted on July 9th, 2009 00:56:29
by landon
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Just a quick update here:
1) GUI Fade is working properly and looks pretty spiffy
2) The viewer automatically progresses now! In 5 second intervals
Video Update!
Posted on July 3rd, 2009 05:19:09
by landon
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A picture is worth a thousand words, so a youtube update must be worth a few too?
Today I was able to work on the GUI and add some fading to keep clutter down (although this introduced its own set of little quirks :) Apparently even though a button or scrollbar or other element can be contained in another element, they won't be considered the same for MouseLeave and MouseEnter events. For example, when you have a button in a DragContainer, a MouseLeave event will be generated for the container when you mouse over the button. So far it seems the only way to solve this would be to recurse through all of the children of an element and add them to the event handler.
And now for the video:
Gooey GUIs
Posted on July 1st, 2009 07:42:09
by landon
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After sketching up some GUIs early in the day I finally got it ingame (however, it just sits around and looks pretty for now.)
Pictures:
June 30 Update
Posted on June 30th, 2009 06:54:51
by landon
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Today I finally got the round progression code in (basic stuff, forward only!) and fixed up the FrameListener situation so there was only one FrameListener for all moving entities. Other than that I've been planning out a GUI, which should help me figure out what exactly I need for round progression.
Tomorrow? I'm going to finish sketching out the GUI, make it, and see where it goes from there. (Screenshot lite today, nothing exciting! Although stay tuned for a movie of the move events once I find some good 3d recording software)
June 27,28 Update
Posted on June 28th, 2009 10:12:26
by landon
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Warning! There are no pictures! (Or video, yet!)
Basically, June 27 consisted of much more research into the problems of putting text up near an entity. However, I haven't been able to get much further on this, other than finding one more way I could work around not being able to set damage text near an entity. The temporary workaround would be using a GUI (to be developed this next week) to display damage text on top of a smaller picture in the info-bar for each ship.
The next day I worked on the move event, which got a lot further. By the end of the day I was able to move a planet and swallow some ships! I was also left tracking down a nasty segfault that seemed to occur for almost inexplicable reasons.