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Author Topic: Looking for a HUD example  (Read 1568 times)

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Looking for a HUD example
« on: September 02, 2009, 01:41:22 am »
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I've been looking a Zelda HUD engine to no avail.
Any suggestions?  I'd do it myself, buit everytime I try to make one, it doesn't stay stationary.
It stays where it is supposed to but shakes as it stays there.  Any ideas?
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Re: Looking for a HUD example
« Reply #1 on: September 02, 2009, 02:06:03 am »
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I know what you mean...

If you're using Game Maker, then I can help:
You're going to have to make an HUD object and put your values in the Draw event. Like this:
for drawing text: draw_text(view_xview+VAL,view_yview+VAL,TEXTHERE)
for drawing sprite: draw_sprite(SPRITE,INDEX,view_xview+VAL,view_yview+VAL)
"VAL" is the value in numbers proportion to the screen.

I would also try and do things in increments of 8 or 16. It looks better and organised. But any other way is fine.
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Re: Looking for a HUD example
« Reply #2 on: September 02, 2009, 02:08:52 am »
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Well I don't know full well what your problem is, not even sure if it is Game Maker you are talking about. I am assuming that you know about drawing in relation to a view, so if you character that alters the view does so in the Begin Step, you're going to have issues - this is because it corrects the view, you move, then it draws the character. At least that is where I've gotten shaky results with my HUD attempts.
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Re: Looking for a HUD example
« Reply #3 on: September 02, 2009, 04:07:40 am »
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I will assume you're using GM since the "lagging HUD" is a common problem. Try 4Sword's tips, or make sure that the object you're using to draw the HUD has a very low depth (like -1000000 to be on the safe side) so that it always gets drawn last.
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