Comments (8)
I don't think switching to a monospaced font for anything in the HUD is a good solution. Monospaced fonts do not look good in a game. I thing solution 1 is the best of the 3, but I have not looked at the hud component enough to be certain of that.
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You're probably right, and if nimbal agrees i'll just create a quick fix with the first solution.
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The font definitely needs some work, but I agree with patowen that monospace isn't an option. And unless someone wants to write a fancy text rendering engine that understands HTML, separate text boxes are probably our best bet.
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Aight!
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Would you guys want some concept art on the GUI for the gameplay, or are we just going with a simple GUI to begin with?
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Both!
Some concept art, if readily avaliable, would give us a direction to go in, but the UI will still be quite simply for now.
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I remember some GUI concepts that were posted in the forum, but for the life of me, I can't find it anymore.
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http://thrivegame.forum-free.ca/t1272p60-crash-course-evolution
Second post down is a picture for the concept of the GUI for the Microbe Editor. However, I don't think there are any for the microbe gameplay.
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Related Issues (20)
- Art gallery model viewer light doesn't work correctly when 3D main menu backgrounds are enabled
- Patch extinction GUI is sized wrong
- Add Mucocyst effect
- AI should know how to use the signaling agent to send commands
- AI should be able to sometimes ignore signaling agent commands
- Make endosymbiosis target receive a population benefit
- Add GUI warning if an endosymbiosis candidate is not present in the current patch
- Editor finish button warning badge should have tooltip saying why it is showing
- Editor cancel button focused state has different border rounding compared to the red background
- Test that in-progress endosymbiosis doesn't cause problems when becoming multicellular
- Make Mutations.MutateMicrobeOrganelles and other mutations not throw exceptions
- Add text in organelle unlock conditions popup to mention endosymbiosis option
- Fix flagellum dissolve animation
- Add pilus damage cooldown on ejecting something
- Make cell corpse chunks use the real collision shapes of organelles
- Entering the game from freebuild editor for the first time briefly flashes the screen
- Auto-evo should penalize photosynthesisers without enough storage to survive the night
- UpdateInitialCompounds doesn't work with compound type specific storage
- Create a tool to pre-bake Jolt godot shapes before exporting
- Create a sound effect for removing a hex (organelle) in the editor
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