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Specific GUI Question

Started by Robocop87 Nov 2, 2014 at 4:18 PM 1 replies 2.6k views
Original Post
Robocop87
Robocop87

Hi, I was hoping someone could help educate me on what the best method for handling my game's GUI would be. We're developing in Unity.

Our game is a 3v3 match-3 puzzle game with combat mechanics, kind of like Puzzle Quest. Here is an example of what actual gameplay should look like:

Battle%2BScreen%2BSetup%2B3rd%2BDraft.jp

In order to achieve the results from that mock-up, I had just assumed we could load a backdrop and load each element on top of that. For instance:

Load a background image:

Battle%2BScreen.png

On top of that, load the "character sheets":

Character%2BSheet.png

And on top of those, load the additional UI elements, such as the Ability Buttons, Health Bars, etc:

Ability%2BButton%2B%28Neutral%29.png

However, I'm very ignorant when it comes to such details. My programmer seems to be set on using 9slice to segment each piece and draw it on screen (he just had me create a 32x32 gold border for him to use). He says this will make the GUI scalable. I figured there was enough empty space between the segmented elements that we could shift them a bit to accommodate varying aspect ratios to some degree, possibly adding black bars on top and bottom if necessary (16:9 is our desired aspect ration, anyway).

So yeah, I have no idea what I'm doing and any advice would be a huge help. I'll be happy to provide additional information if necessary. Thanks!

-Woody

AvengerDr
AvengerDr

I read your post several times but I don't understand what the problem you ran into is, if there is one. If you simply want to know the best method to design a UI then you'll receive an opinion-based answer. I believe the best method to design a UI is to generate it on the fly, that is create it by using geometric primitives. If you wanted to change the rounded corner, you'd have to draw it all again. If you were using vector graphics, it would consist into changing some parameter.

Robocop87
Robocop87

I read your post several times but I don't understand what the problem you ran into is, if there is one. If you simply want to know the best method to design a UI then you'll receive an opinion-based answer. I believe the best method to design a UI is to generate it on the fly, that is create it by using geometric primitives. If you wanted to change the rounded corner, you'd have to draw it all again. If you were using vector graphics, it would consist into changing some parameter.

Yeah, I'm still not totally sure why we can't just load those items as sprites one on top of the other. According to my partner, Unity isn't able to do that (I could have sworn it could), and we need to use 9slice for "dynamic scaling", but that doesn't make any sense to me. We've got all of the assets created, and they could easily be added to a sprite sheet, so I was just hoping someone could tell me why we should go another route, or why that wouldn't be possible. Thanks!

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