3
votes
2answers
157 views

How to design a drag and drop inventory system with transition from icons to game objects?

I’m trying to write a simple 2D game in Unity with an inventory where the user can drag and drop different objects on the screen. I need the inventory to contain icons which on drag will become ...
2
votes
2answers
159 views

Print on the GUI in Unity

I'm trying to show the players name on the GUI with a label. GUI.Label(new Rect(10,10, 100, 30), playerName); Instead of use the default style I want to use a different font with larger character. ...
2
votes
2answers
138 views

Should widgets be part of a scene in a 2D game?

I'm in the middle of separating logic and drawing of a 2D game, i.e. I'm moving from scenes/entities that draw themselves to scenes/entities that merely store and update data, getting drawn by a ...
9
votes
2answers
866 views

Entity/Component System and UI “Entities”

I'm still green to entity/component systems. I find that since I have useful components for drawing sprites (or spritesheets) and handling input (mouse/touch clicks), I naturally want to reuse these ...
3
votes
1answer
908 views

2D game engine for UI - suggestion needed

I am planning on making a simple real-time strategy game from the series Stargate Universe. For those who don't know, in the series' center is a spaceship called Destiny. It has a nice control room, ...
8
votes
1answer
247 views

Is it possible to make calculations in a Quake 3/Live hud?

I would like to add a new field to a Quake 3/Quake Live HUD that shows the following number: min(health + armour, health * 3) * (1.5 if guard_rune else 1) This is the amount of damage you can take ...
27
votes
3answers
6k views

How do you approach resolution independence in raster based graphics content?

Those games that are not fortunate enough to run on a locked platform spec, like handhelds, need to run across various resolution formats and aspect ratios. In a 3D game you might have a HUD or menu ...