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30 votes

How to create a user-friendly magic spell system?

There's no "best" way. The game design in your case is intimately connected with the UI design. However, given your setup, I'll lay out (haha get it) some advice. You're right about the lower-level ...
Almo's user avatar
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21 votes

How to create a user-friendly magic spell system?

Almo's advise to allow the player to assign spells to hotkeys according to their own preference is good. You can increase the number of spell slots if you allow modifier keys like Ctrl and Shift to ...
Philipp's user avatar
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14 votes
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Running into issues with Unity Vertical Layout Group

Alright my dude. Welcome to the hell that is layout groups. Here's a few things you'll need to know first: If nothing is sizing the object, the layout group will not work as you expect (in fact it ...
gjh33's user avatar
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14 votes

What is the canonical name of the interaction symbol over NPCs heads?

Disclaimer There is no canonical name as far as I'm aware. So, instead I will provide terms that I hope will be useful for you. And while I cannot provide a definitive source these terms, I do not ...
Theraot's user avatar
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13 votes

Should I use retained mode or immediate mode

Immediate mode in OpenGL consists of glBegin/glEnd calls, with one or more glVertex calls (...
Maximus Minimus's user avatar
13 votes
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How to make curved GUI in Unity?

Here's a strategy for making arbitrarily bent UI: we'll render our UI into a texture (in realtime, not as a baking step), and then map that texture onto whatever mesh we want. Here's how I made this ...
DMGregory's user avatar
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9 votes
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How can I render an OpenGL scene into an ImGui window?

First you need to render you scene to a Frame Buffer Object (here is a good course on FBO: https://learnopengl.com/#!Advanced-OpenGL/Framebuffers) After that you will end up with a Texture (of type ...
FloFu's user avatar
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9 votes

What is the canonical name of the interaction symbol over NPCs heads?

The general category is context-sensitive user interface. In Scott Roger's book "Level Up" he calls them context-sensitive prompts: an icon or symbol that appears when the player is next to ...
Pikalek's user avatar
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8 votes

How to create a user-friendly magic spell system?

In addition to the old classic, coming from fighter games - key combos. The better the spell, the longer the combo. This has the added benefit of feeling like casting, and a high level spell actually ...
kabanus's user avatar
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8 votes
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Drag and drop differences between Godot 3 and 4?

Nearly discarded my question because I found the answer myself, but perhaps just posting it will help others running into the same gotcha... If you look at the official documentation for both versions,...
Jeroen's user avatar
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8 votes
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Is there some psychological reason for why most game's UI is always the same colors?

When picking a color palette for your game UI, there are several considerations: Fitting with the theme of the game. If you have a medieval fantasy game, then the UI color scheme should communicate &...
Philipp's user avatar
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7 votes

FPS Crosshair, Should it be drawn on center of the screen or to the forward of bullet spawn point?

There are many reasons a designer/programmer would want to draw the crosshair on the exact center of screen, or a little lower. A hybrid system may even be implemented, taking advantage of the ...
liggiorgio's user avatar
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7 votes
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What's the difference between VBoxContainer and VFlowContainer?

First of all, these are Containers. So they will resize and arrange their children Controls. Adjusting to both the space ...
Theraot's user avatar
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6 votes
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Must I display Health and Mana to the player?

Hiding the player-character's (PCs) health actually got quite common in the FPS genre. Instead of showing a health number on the bottom of the screen, they represent the health state of the PC with a ...
Philipp's user avatar
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5 votes
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What is the efficient way to sync TextureProgress with a Timer not in the UI?

I've been trying to figure out in what ways this can be a performance problem. I have been unable to replicate the problem. Yet, let us see what I can do. First a couple notes on what happens ...
Theraot's user avatar
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4 votes
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Reducing texture bindings in LibGDX when drawing text

Make two batches, one for the buttons (texture) and one for the labels (bitmap font). That is also why you normally batch draw-calls. Group the things using the same resources to reduce draw calls ...
dot_Sp0T's user avatar
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4 votes
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Layout problem when implementing chat UI in Unity

Here is a quick proof of concept of how I would do this: Wrap each text bubble in another object which has the width of the whole chat box. The ChatBox has a Vertical Layout Group with "Force Child ...
Philipp's user avatar
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4 votes
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How to get equivalent of "padding" on a button?

What you use are the define style overrides, which means you have to do it separately for Normal, Hover, Pressed, Disabled, and Focus states. All the kinds of ...
Theraot's user avatar
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4 votes

Is there some psychological reason for why most game's UI is always the same colors?

I'm making an rpg game, I'm making the UI now , and I just noticed that I never played a single rpg game that deviated from the standard rpg ui color This is intended to ease knowledge transfer. When ...
Theraot's user avatar
  • 27.3k
4 votes

What buttons should I put where? (Start, Credits, options, Quit)

While this question seems subjective at first, I think we can pretty easily apply some standard menu rules and come up with an objective answer. "Start" should always be first (it's the ...
Kevin's user avatar
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3 votes
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Unity 5 - Manually zooming/scaling in and out of an image with a text layer while still retaining text sharpness when zoomed?

I've dealt with this before, and the simplest solution (which is also kind of a hack, so beware) was to scale the text transforms by the inverse of the maximum zoom, and multiply their font size by ...
Victor T.'s user avatar
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3 votes

Game Design: Colour units per team or per unit type?

Humans are usually far better at spotting something of a different color than something of a different shape. Here is an example of an image with some blue pentagons: Among them is a red pentagon and ...
Philipp's user avatar
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3 votes

Game Design: Colour units per team or per unit type?

Use colours for team identification and shapes and sizes for individual unit type differentiation. This means enemies and friendlies are instantly distinguishable, and unit types look distinct whilst ...
Huxellberger's user avatar
3 votes
Accepted

LibGDX - button change image on hover over time

Extend a TextButton Override a draw() method Make a 'fake actor' in this new class which you'll use to a hover action In <...
Jacob's user avatar
  • 2,552
3 votes

Libgdx - notification popup (something like Toast) - on both Desktop and Android

I have implemented Android-like toast for my project and decided to share it with you! Enjoy: Toast LibGDX (GitHub). Easy to use: Include Toast in your LibGDX project Create ToastFactory for your ...
Tomas Chalupnik's user avatar
3 votes
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Unity not scrolling when mouse not over object

ScrollView by default has an Image component with a RaycastTarget enabled like on the image ...
Jacob's user avatar
  • 2,552
3 votes

How to create a user-friendly magic spell system?

This answer might not be the one you want but I would suggest that you reduce the number of available spells to a number which can be bound to a your available hotkeys. Whats the point in having 100 ...
Vincent's user avatar
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