Carcass: User Interface

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StoneCrow
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Carcass: User Interface

Post by StoneCrow » Thu Nov 28, 2013 1:28 pm

Hi all, still working away just trying to earn money in the real world at the moment haha!

But It's been a long time since I was able to realise and release a full project, there is another reason for that, its because I've become irreversibly obsessed with designing the slickest backend possible!
And I think I have finally cracked what that means for me, game states loaded in as entire files containing controls, graphics and updates contained within their file; fades and purges supported!
Carcass.love
(215.6 KiB) Downloaded 189 times
Here is the menu system and backend in action!

A summary of the states you might see on the way to the game,
  • first intro state and background state are loaded in,
    Then intro is faded for love,
    Then love is faded for TLTools,
    TLTools fades and the menubackground and menuforeground loads,
    Newgame fades in and menuforeground fades out,
    Gamecore fades in as menuforeground and menubackground loads out.
With simple state commands handled by a library capable of using names like "intro" for each state to grab its alpha or any other data contained within the state for other states and all my favourite libraries loaded for me, this opens the door for incredibly fast game iteration for me!
Image
Dull but sincere filler.

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Mermersk
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Re: Carcass: User Interface

Post by Mermersk » Fri Dec 13, 2013 5:42 pm

This is a slick interface, I have actually not yet programmed some sort of menu(or intro) for my games.

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StoneCrow
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Re: Carcass: User Interface

Post by StoneCrow » Sat Dec 14, 2013 1:17 pm

Thanks to be honest was going to make it public as a states library that incorporated control, updates and drawing,
but ended up making it really set to the way I like to do things.
Dull but sincere filler.

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