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> HUD Design.
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EDGE
Posted: Jan 17 2009, 08:12 PM
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So after trying hard to make a somewhat different HUD design for a mario game I'm making, I thought it'll be better to ask for some HUD ideas since mine weren't coming out so good.
The game has the basic smb3/smw HUD features(World Number/Name,Lives Number,Time,Score,etc).
I tried to do a Super Mario Sunshine Style one, and it ended up looking like this:
user posted image
(Just a Test, it may look better if I work on the sprites).
I thought it was nice since it was different...but then again it seems like it needs work.
What would you guys think I should make the HUD like?(Or leave like in the pic but add more details to the sprites and change the HUD Font?).


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Ronin180
Posted: Jan 17 2009, 09:03 PM
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Looks good, but huds don't really matter to me.


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Sergeant DeeY
Posted: Jan 18 2009, 03:27 AM
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This is the one I use on my engine

user posted image

If you want it like this one, I'll send you the code and the sprites

PD: Your HUD looks cool biggrin.gif

This post has been edited by Sergeant DeeY on Jan 18 2009, 05:26 AM


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Ronin180
Posted: Jan 18 2009, 03:14 PM
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I have a question about both of your huds.
How do you make the numbers from spites? Or is it a special font?
I have allways wanted to know how to do it and I could never figure out how to do it myself. Thanks.


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Sergeant DeeY
Posted: Jan 18 2009, 03:18 PM
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QUOTE (Ronin180 @ Jan 18 2009, 10:14 PM)
I have a question about both of your huds.
How do you make the numbers from spites? Or is it a special font?
I have allways wanted to know how to do it and I could never figure out how to do it myself. Thanks.

You need this script

CODE
myx = argument0 //Sets the 'X' position
myy = argument1 //Sets the 'Y' position
n = argument2 //Sets the number of sprites
value = argument3 //Sets the global value
gold = argument4 //Sets the kind of sprite!
//Draws the Hud
if string_length(string(value))<n
{
 remain=n-string_length(string(value))
 for(i = 1; i < remain + 1; i += 1)
  {
   if(gold)draw_sprite(spr_number_gold,0,myx,myy);
   else draw_sprite(spr_number_white,0,myx,myy);
   myx += 8
  }
}
for(i = 1; i < string_length(string(value))+1; i += 1)
{
   number = string_copy(string(value), i, 1)
   ims = real(number)
   if(gold)draw_sprite(spr_number_gold,ims,myx,myy);
   else draw_sprite(spr_number_white,ims,myx,myy);
   myx += 8
}


This post has been edited by Sergeant DeeY on Jan 18 2009, 03:18 PM


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M. C. Productions
Posted: Jan 18 2009, 03:28 PM
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Mario series' gals = #1!
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Bah - how I do my HUDs doesn't really matter to me. It depends on the game project itself, and that's what matters. wink.gif
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Mewizkuit
Posted: Jan 18 2009, 05:09 PM
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that first HUD is really nice


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Mecha the Slag
Posted: Jan 18 2009, 05:11 PM
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tbh huds in the top of the screen is quite annoying. I prefer them in the lower area or none at all if possible.


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M. C. Productions
Posted: Jan 18 2009, 05:16 PM
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Mario series' gals = #1!
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QUOTE (MechaBowser @ Jan 18 2009, 04:11 PM)
tbh huds in the top of the screen is quite annoying. I prefer them in the lower area or none at all if possible.

That's actually the approach I'm going in my newest projects -- HUDs on the bottom.

I just find it uncomfortable having HUDs on the top of the screen (after doing my first game).
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Posted: Jan 18 2009, 05:27 PM
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It really depends, though. Some can pull them off nicely at the top, but usually I'd prefer them at the bottom.


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Posted: Jan 18 2009, 08:19 PM
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Alright, This is what I got so far:
user posted image
MechaBowser, I was thinking on making a Bottom HUD but last time I did it ended up looking bad...not to mention I have a SMW Item system which drops a reserved item and if it was in the bottom and the item goes up it will look weird.


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Posted: Jan 18 2009, 08:34 PM
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You could try putting the lives icon in the bottom-left and the shine icon in the bottom-right. You could also switch the positions of the score and the timer; looks better that way IMO (with the timer right of the score).
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Ultramario
Posted: Jan 19 2009, 04:36 AM
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World indicator is rather pointless, don't you agree?


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M. C. Productions
Posted: Feb 3 2009, 12:50 PM
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QUOTE (Ultramario @ Jan 19 2009, 03:36 AM)
World indicator is rather pointless, don't you agree?

Late response again... but I really don't think so. Depends on if the creator wants the World inidiator on his HUD screen or not.

And once again, it depends on the game. For mine in terms of the HUD, I'd put in the critical details at least (lives/health). wink.gif
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Posted: Feb 3 2009, 01:17 PM
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QUOTE (M. C. Productions @ Feb 3 2009, 06:50 PM)
Late response again... but I really don't think so.

The player is most likely already aware of the world he is in. Super Mario Sunshine didn't show what level you were in, either.


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XutaWoo
Posted: Feb 3 2009, 11:24 PM
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QUOTE (MechaBowser @ Jan 18 2009, 05:11 PM)
tbh huds in the top of the screen is quite annoying. I prefer them in the lower area or none at all if possible.

I know this is a late response, but I think that only FPSs can pull off a bottom-placed HUD well. Top-placed ones are much better for sidescrollers, IMO.

Although I do agree that the Gradius hub is well placed. I guess it's just a matter of being raised into top-placed HUDs.

I don't know why I just wrote this post but meh. :P


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DJ Yoshiman
  Posted: Feb 3 2009, 11:28 PM
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to be honest, the SMB3 HUD wasn't liked by me - i wasn't a fan of it being down there, as it was huge and blocky, and i like seeing more of my gameplay


and on that same token, ensure nothing is translucent on your HUD, because that becomes really distracting


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Posted: Feb 4 2009, 12:34 AM
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Personally, I like HUDs that's not in the way of the gameplay. I've designed many over my gaming projects, and I personally like Mario Galaxy's HUD (it fades out the inactive parts of the HUD when you give it some time).


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Posted: Feb 4 2009, 06:51 PM
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If the game screen is big enough, maybe you can get away from isolating the HUD like SMB3 did. However, I don't know where I prefer it. Maybe some of it in the top, some in the bottom?


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Posted: Feb 5 2009, 02:53 PM
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Corner's good.

And I personally like HUDs that fade after periods of inactivity, as long as there's a "check" button or similar, that brings it up again.


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