Graphical User Interface. A term used to describe the tools available to the player to interact with the game.

learn more… | top users | synonyms

2
votes
1answer
545 views

How to correctly set window size in Libgdx scene2d.ui dialog

In my libGDX application I am using the scene2d.ui classes to render my game's GUI. One of the things I render via these classes is a dialog window with a background image set. I have created the ...
0
votes
1answer
263 views

Simple heart container script for 2D game (Unity)?

I'm attempting to create a simple mobile game (C#) that involves a simple three-heart life system. After searching for hours online, many of the solutions use OnGUI (which is apparently horrible for ...
0
votes
1answer
158 views

How can I create a button with an image in libGDX?

I am new to LibGDX. I am trying to develop a game for Android (so it will support different screen sizes), but I don't know how to put a button with an image. I tried ImageButton but I can't resize ...
0
votes
1answer
136 views

Generating a particle effect on top of a GUIElement (Unity)

I am working in Unity on a 2D project which is using C#. I have a number of guitextures which are hearts in order to create a sort of life meter. I would like when the player loses a heart for the ...
0
votes
1answer
102 views

touch in guiTexture

Before time in my game start. i want there will show a guiTexture.. if i touch this guiTexture, that will hidden and the time game will start. I try to make a script but it doesn't work. I'm a bit ...
0
votes
1answer
244 views

Unity Gui from text file templates

I've been banging my head against a wall this past while over how I might create menu's and menu components in unity from text file. I would normally just build my own extended panel/label classes etc ...
0
votes
1answer
213 views

Make GuiText responsive

I'm using C# code to make a responsive GuiText. I was abel to make a responsive GuiTexture, but I'm struggling with doing the same for a GuiText. Code for the responsive GuiTexture using ...
0
votes
1answer
160 views

Libgdx actor bounds are wrong

The Actor's boundaries are not centered at the ButtonText but I used the setBounds() method. The higher the Y position is, the less centered is the boundary. The weird thing is that i only created ...
0
votes
1answer
203 views

How do I animate Unity GUIComponents?

I want to transform my GUIWindow from the bottom of the screen to the middle whenever the user presses a button. How can I do this?
0
votes
1answer
294 views

Should I render all of my HUD views to a single SurfaceView?

I'm using a SurfaceView and canvas to implement a game HUD, title screens etc., by overlaying standard Android view widgets over my SurfaceView. This works reasonably well and maintains an acceptable ...
2
votes
0answers
115 views

1:1 mapping of texels to pixels with DX11 and multisampling and linear interpolation

Is it possible to get a 1:1 mapping of texels to pixels on a multisampled target in DX 11 with interpolation? It seems to me that the texture coordinate used in the shader is always one of the ...
1
vote
0answers
268 views

Keeping crosshairs & GUI onscreen - SFML

I read this question, but didn't understand the implementation suggestions with SFML on C#. For example, right now I'm just trying to make sure that the mouse crosshairs stay onscreen constantly. I ...
0
votes
0answers
81 views

hide and show many guiTexture

in the 1 scene there are many guiTexture. So how to write this code ? public class guiTanya : MonoBehaviour { public GUITexture guiA, guiB, guiC, guiD, guiE, guiF; void onMouseDown() { //if i press ...
0
votes
0answers
37 views

Keeping relative size with different resolution

I'm making a GUI system and want the components having a konstant relative size, even if I'm changing the resolution. Since I'm using the relative OpenGL coordinates to place them, there is no ...