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New Extensions - GUI Elements

just_in_case
Moderator
Quote
2024-03-31 16:43:37

It's been a long since I posted any new extension or something here on the forums for free, so here is a collection of easy-to-use GUI Elements extensions for free.

🔎︎


These extensions allow you to create:-

Sliders - both vertical and horizontal
Toggles and Checkboxes
Radio buttons and Tabs


All of these extensions come with easy-to-use properties to customize them as needed for example Colors, Size, Animatable or not. Also has features to execute actions for different events.
However there is no proper usage guide for now, but a video tutorial is planned.

This extensions pack is planned to receive future updates and hopefully, more new elements will be added to this pack. I know a lot of features can be added to this and I have so many ideas to do with this pack.

These Extensions are developed in such a way that they will work on both WebGL and Windows platforms.

You can test out the live demo of these extensions and download the CCB file along with the extensions from the itch.io page here.

https://vazahat.itch.io/gui-copp...

Hope you guys will find this useful and helpful, advanced users can go through the code and understand how to center, scale, and animate the overlays. As working with overlays is difficult especially when you are dealing with multiple platforms.

Please do give your feedback


Guest
Guest
Quote
2024-04-01 02:13:48

I wasn't aware that creating sliders in Coopercube could be so straightforward with just an extension.

The toggle button animation is also impressive.

While I could manage radio buttons and tabs with on mouse click behavior, your extension simplifies the process of setting colors, changing images, and more.

Thank you for making it accessible to everyone.


Guru
Guest
Quote
2024-04-01 07:43:41

Thank you for this, can you please make NPC behavior for 3D?


okeoke
Registered User
Quote
2024-04-01 09:10:07

Hi,
I spent some time toying with it yesterday - and everything seems to work as it should, except I was not able to make sliders work with negative numbers, but I probably didn't figure out how to set it up properly.

I really like radio buttons design and ease of use. It's also cool you can make radio button groups using different variables.

And yeah, sliders are super useful. Probably, it could also be a useful feature to be able to define slider step, like min 10, max 40, and you can only adjust it by 10, so it's only 10, 20, 30, and 40.

Overall, this is super-useful, thank you for sharing!


just_in_case
Moderator
Quote
2024-04-01 13:20:54

@guest thanks for your comment, glad that you liked it.

@guru thanks, and unfortunately, I don't have any plans right now to work on 3D NPC behavior as I am getting very little screen time, I still have some extensions lying in my PC that are complete and require just a few lines of code or debugging, but I am not getting enough time to release them yet. For example, the 2D shoot extensions that I showcased in my 2D NPC behavior video.

@OkeOke, Thanks for the feedback, Are you sure that negative values are not working? It works for me, the only thing that won't work is if you put a greater value for Min than the Max, the extension might not work as expected.
I am assuming that you tried changing the values in the demo file that comes with the extensions.

If you did so, then it might not have worked for you, because The vertical and horizontal sliders use the same variable for the R,G,B values, so if you want to use negative numbers then you need to either use different variable names for vertical and horizontal slider or, put the same values for Min and Max for both vertical and horizontal slider because one will override another behavior, based on their execution position.

There are so many use cases for these extensions, the demo only shows very basic use cases. For the step feature, you can do that with mouse scroll already, if you hover the slider and use the cursor scroll then it will scroll with the steps that you provide in the Scrollmultiplier, you can actually simply increase or decrease the variable value in your game, and the slider will automatically adjust itself based on the variable values. But if you want to clamp when dragging, I will look into it and will try to add it in the next update.

I wanted the behaviors to be simple and clean, which is why I prevented adding additional features otherwise there would be so many things that I wanted to add to it, but then it would make it so many properties that might confuse the users.
Initially, I created both vertical and horizontal sliders into one, but then decided it would be better to keep them separate for better usability for non-coders.

Thanks all once again for your valuable feedback :)


okeoke
Registered User
Quote
2024-04-01 18:25:46

In the end it works perfect for me:
🔎︎


I thought, of adding some more things like lerping though the text, but I don't think it's overall needed. Works good as it is.

So I'm using a monospace font, and fixed pixel size overlay. Each line is represented by 32 character strings. Now I need to map { name, msg, date } array to 32 char long strings and it will do the job.

Thank you again:)


just_in_case
Moderator
Quote
2024-04-03 16:13:25

Glad, to see it works for you, and that scroll effect also looks good. Yeah, selecting a good font is necessary in CopperCube, otherwise it will show artifacts around the font, and it is always better to work in fixed exclusive windows size for the game rather than dynamic, Dynamic resolution might affect the visual and will break overlays when scaled.

So use an exclusive fixed size, and absolute (pixel) mode for overlays, instead of relative to get the best out of the text overlays.


writer
Guest
Quote
2024-04-03 17:37:03

qool!


okeoke
Registered User
Quote
2024-04-03 17:52:29

wrote:
Glad, to see it works for you, and that scroll effect also looks good. Yeah, selecting a good font is necessary in CopperCube, otherwise it will show artifacts around the font, and it is always better to work in fixed exclusive windows size for the game rather than dynamic, Dynamic resolution might affect the visual and will break overlays when scaled.

So use an exclusive fixed size, and absolute (pixel) mode for overlays, instead of relative to get the best out of the text overlays.


I believe a lot of older games have the same issue with font scaling. They looks ok with 640x480/800X600 or even 1024x768, and on modern displays the text is too small. I'm currently planning to have the same approach - chat window will be in the bottom left corner, so it will be same size in pixels in every resolution (which means it's relative size will vary based on it). I'm only adjusting its position based on the screen height.

This project is a lot of learning for me, so if this doesn't work I can either switch to a fixed sized window, or make 2 GUI modes with different scaling.


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