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Resource Dump - GuiAnimatedCrosshairHud, guiObjectSelectionHud
Resource Dump - GuiAnimatedCrosshairHud, guiObjectSelectionHud
| Name: | Matt Huston | ![]() |
|---|---|---|
| Date Posted: | Jul 06, 2007 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Matt Huston |
Blog post
Last week I had some time to work on a couple of gui controls I had wanted to develop for one of my own personal projects.
The first was a new Object Selection control, though there are a couple around, including Gareth Fouche's Context sensitive crosshair/object interaction code which I coincidentally had ported over to TGEA last week as well (check the bottom comment on his resource), none of them were exactly what I had wanted: which is something more along the lines of Deus Ex or System Shock.
The second was a new crosshair that would be able to be animated based on the players movement. If the player moved, whether just his head or actual body movement, I wanted the crosshair to scale outwards. Also, I wanted the crosshair to scale inwards if the player was standing still or if he was moving, scale inwards only if he had a target.
The scale is currently not tied to the players cone of fire, though this should be relatively easy to add and is my next step for my own project.

Also, here is a video of the two resources in action.
Finally, did I release these? Yes I did and you can get them at their respective pages: GuiObjectSelectionHud and GuiAnimatedCrosshairHud.
Note: This resources are TGEA only, sorry to those stuck back in TGE land :)
The first was a new Object Selection control, though there are a couple around, including Gareth Fouche's Context sensitive crosshair/object interaction code which I coincidentally had ported over to TGEA last week as well (check the bottom comment on his resource), none of them were exactly what I had wanted: which is something more along the lines of Deus Ex or System Shock.
The second was a new crosshair that would be able to be animated based on the players movement. If the player moved, whether just his head or actual body movement, I wanted the crosshair to scale outwards. Also, I wanted the crosshair to scale inwards if the player was standing still or if he was moving, scale inwards only if he had a target.
The scale is currently not tied to the players cone of fire, though this should be relatively easy to add and is my next step for my own project.

Also, here is a video of the two resources in action.
Finally, did I release these? Yes I did and you can get them at their respective pages: GuiObjectSelectionHud and GuiAnimatedCrosshairHud.
Note: This resources are TGEA only, sorry to those stuck back in TGE land :)
Recent Blog Posts
| List: | 04/19/08 - Back to the future 07/06/07 - Resource Dump - GuiAnimatedCrosshairHud, guiObjectSelectionHud 04/30/07 - ModMaker, TGB, TorqueX and More 11/19/06 - Dev-Diary #4 - Action RPG :: Talking Heads 10/31/06 - Persistent Items and Mission Objects 10/28/06 - Dev-Diary #3 - A single player action-RPG 07/31/06 - TGB RPGness Part 1 (Inventory) 07/06/06 - TGB Gaming Goodness |
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Submit your own resources!| Chris Calef (Jul 06, 2007 at 18:15 GMT) |
| Julian R (Jul 06, 2007 at 22:06 GMT) |
| Matthew Langley (Jul 07, 2007 at 00:36 GMT) |
| Matt Huston (Jul 07, 2007 at 14:31 GMT) |
That was quick! Thanks! :)
| Gareth Fouche (Jul 09, 2007 at 09:15 GMT) |
Glad to see you're still around. ;)
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