Game Development Community

Selection Screen

by Ryan J. Parker · in General Discussion · 07/16/2002 (9:12 pm) · 10 replies

Well, I've gotten the GuiPlayerView working with (some) ease. I took a look at previous attempts but I just didn't like idea of creating a new routine in the resource manager, or adding to the setPlayerModel() routine. The only thing I've modified in *code* so far is making it so that it will render the model w/o having a weapon loaded. I will be creating a setPlayerWeapon routine so that a weapon can easily be added! :-) Here is a teaser (no dynamic loading yet, that comes next, too.)

shell.lomag.net/~ryan/gg/rw/ss1.png

#1
07/16/2002 (9:47 pm)
what do you mean with dynamic loading?
#2
07/17/2002 (5:27 am)
Dynamically finding players to choose from.
#4
07/17/2002 (10:27 am)
Yup, I've already got the script to do it. :-)
#5
07/17/2002 (11:12 am)
OT:
I like that "Monkey Boy" logo *snicker*
I call my boss the "Monkey Boy", mind if I snag a copy of that to pull a gag joke on my boss?

-Ron
#6
07/18/2002 (5:58 am)
Look ma, he can run with that big bow-n-arrow! ;-)

shell.lomag.net/~ryan/gg/rw/ss2.png
#7
07/18/2002 (9:20 pm)
Look, more PNGs for you to view! haha :-)

shell.lomag.net/~ryan/gg/rw/ss3.png
shell.lomag.net/~ryan/gg/rw/ss4.png
#8
07/20/2002 (4:14 pm)
Look, all dynamically loaded and everything! :-)
shell.lomag.net/~ryan/gg/rw/ss5.pngshell.lomag.net/~ryan/gg/rw/ss6.png
#9
07/20/2002 (5:31 pm)
Cool ryan.

Now I just wonder why the pulse rifle on the steam knight is upside down :))

But anyway, looks cool. I'll try and badger for some graphics for the interface once we've got the design nailed down.

Phil.
#10
07/20/2002 (8:41 pm)
Quote:Now I just wonder why the pulse rifle on the steam knight is upside down :))
Jenkies, you're right, Phil! I didn't realize it was upside down... I wonder why!