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Questions tagged [gui]

Graphical User Interface. A term used to describe the tools available to the player to interact with the game.

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I am using Adobe Animate for my school assignment. I have a three-segment health and stamina bar that is above the player (it isn't set to be attached to the player yet). I have a single enemy ...
SundlinGNF's user avatar
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I am currently working on filling out some tasks for a task board and I realized I have no idea what this thing is called. It's an axis thingy that you can grab to translate and rotate an object. I ...
ygl0989's user avatar
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I'm trying to implement a "rounded square" player character's icon in the UI. The actual .png of the icon is, of course, square, 256x256 px, so the UI element must round its corners "on ...
Gaylord Sueltenfuss's user avatar
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Attempting to get a UI Panel to match the color and background of a GUI Window. Currently, using the default style for a GUI Window. Attached is a screenshot of the GUI Window. I've tried access the ...
wrappingduke's user avatar
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My first CustomPropertyDrawer fits on a single line, but... The Colorband List is putting it on a new line, wasting a lot of space. I couldn't find anything in the EditorGUILayout specifications or on ...
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I have a question about UI scaling for a game. I'm using as engine Zandronum (zdoom based) and his ACS scripts to draw an HUD, I've wrote a simple library to make drawing easier and implemented a user ...
magg's user avatar
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In Godot 4.3, I need a multi-value range slider, that does not accept user interaction. I need to show a range of values (0 - 100) and also a range of accepted values (40-60, for example). And finally,...
nammerkage's user avatar
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To clarify, I'm attempting to trigger an event on the entry of the player into an Area3D. This event is handled by an ...
Michael Macha's user avatar
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I have a green circle: Inside the circle, the white frame moves to wherever P, the projection of the targets 3D position into a 2D point, is. However, outside the circle, the frame will move to the ...
KING MOOSE's user avatar
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I have the following public method in a MonoBehaviour attached to a game object in my scene: ...
TheLongDog's user avatar
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I'm looking for a way to render html and css elements within an executable as an overlay. There are programs today made in electron such as Blitz or even the best known Discord. They do overlay within ...
robert's user avatar
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I made my pixel font and imported it into Unity using TextMeshPro. It works perfectly everywhere except InputFields. When I change Font Asset to my font, the input ...
medveed's user avatar
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I am currently implementing a map editor for a 2D platformer and run into trouble with my viewport and mouse movement. I have two viewports: one main viewport in the top 2/3 of the screen which has a ...
Canox's user avatar
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My inventory needs to deal with different Item types. Item is my base class, which is extended by Armor, Weapon, Spell, Scroll and I might add more in the future. All items have an interaction on ...
Pascal Claes's user avatar
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I am working on the character selection screen for my game. I want it so that, when the player clicks on the select button, the code checks if the imagecollection ...
Jano Wazir's user avatar
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Hei I'm trying to create my own UI renderer from scratch using SDF functions, got it working pretty good without any transformations, but now I would like to add ...
Tonis's user avatar
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I'm really struggling with a 'resonable' technical implementation of the map system used by the popular MMO World of Warcraft. Not really sure on a data structure format and how to save/store it in a ...
Subressor's user avatar
2 votes
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Trying to understand how theme lookup works in Godot 4.2. Suppose a Control node script has the following two lines in it: ...
shiroko's user avatar
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The item type is based on button.icon.texture The item quantity is based on button.quantity If item quantity reaches 0, the <...
Reincarnated as a worldbuilder's user avatar
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When i added in a optionbutton for my hud i couldnt find a way to add items manually,this was weird as when i looked for a way,a button on top of the editor should appear but its not there? I dont ...
NEWBIE's user avatar
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How can I implement a system in my application's user interface (UI) where certain UI elements are selectively visible to specific players, ensuring that each player, such as Player A, can exclusively ...
Reincarnated as a worldbuilder's user avatar
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I'm working in GLSL but feel free to write a solution using any shader language, or even pseudocode / language agnostic, I can translate it myself. I'm trying to create a shader that can draw a "...
Applekini's user avatar
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Added screen resolution settings Change screen resolution in game Everything is already anchored GUI gets the hell out of the screen, moves around and goes everywhere
Atsinganoi Dragon's user avatar
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I'm working on my game engine, and was faced with the fact, that i don't know how properly design an event system. As a pattern i choose Pub/Sub with an event bus, but i don't know where i should '...
qulop's user avatar
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I want to create a GUI where, when I click a button, an emote display pops up, and when I click an emote, it closes. Currently, my display won't even show when the button is clicked. This is my code, ...
lynx_s's user avatar
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I am using a debugger and (i-1)*50 is equal to 50, but ...
ridiche34's user avatar
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Is there a way to collapse/uncollapse a Tree (Control) in Godot 4 by clicking on the TreeItem instead of the folding arrow? I ...
Alex CB's user avatar
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Recently I heard about possible algorithms to determine if the mouse cursor is on a GUI element such as a button: Determine the element's coordinates and size to check whether the cursor is on the ...
Fangamesgamer's user avatar
1 vote
2 answers
3k views

Been struggling with this one for a while. I've found a few other posts across Stack Exchange and the Unity forums that seem to have the same problem, but their solutions don't work for me (at least ...
rpatton583's user avatar
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In my Roblox game, I'm trying to do 2 things with my UI: 1. I am trying to make the "Coins: " text = "Coins: " plus the number of coins the player has. 2. I am trying to make a ...
Stelbert Stylton's user avatar
3 votes
1 answer
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When scale is modulated, the item scales from the top-left corner. I tried changing anchors preset to "center" but it still scaled from the top-left corner. How do I make it scale from ...
Seph Reed's user avatar
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I'm attempting to create a card game as a new Unreal Dev. Currently I have a UI for the board. That UI has children for the Hands, Field, and Card Details (A window to the side of the field that has a ...
GodelComplete's user avatar
1 vote
2 answers
1k views

How to make sure my UI remains the same across multiple screens? I've looked at some tutorials, but they didn't seem to apply to my situation. I tried the following, but they didn't resolve my problem:...
Cei's user avatar
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-1 votes
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using this tutorial, my game crashes before opening and gives 0 errors... doesn't even tell me what's wrong. All the code I'm using is literally just this open project: https://github.com/...
Cei's user avatar
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followed this tutorial : https://www.youtube.com/watch?v=UlvBqz8bhCo the guy is working mostly in 2D, i tried to apply the same method but I'm hating working with UI in godot, everytime I seem to get ...
Cei's user avatar
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1 vote
1 answer
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TLDR QUESTION the main thing I don't understand how do i make it so that when i press a keybind i activate not a skill but a slot in the skillbar and the slot in the skillbar activates the skill extra ...
Cei's user avatar
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Shooter games : Either Blue/teal/azure or other shades of blue and transparent or gray and transparent MMO games : Either blue and transparent or shades of Brown+Gold or a very dark red, so dark it's ...
Cei's user avatar
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This happens to all particle systems. I tried: Changing the rendering mode to camera, setting culling mask to UI, particle system layer set to UI Adding a canvas child, and attaching a particle ...
Alex's user avatar
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I have a card prefab setup to render a card like this: I'm in the process of creating a hand prefab to contain a set of cards and manage the animation to slide in each of the cards. Each hand has 5 ...
Samuel Slade's user avatar
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1 answer
212 views

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Daniel Lip's user avatar
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I intend to hover over an item inside a Horizontal layout group and make it expand depending on its position within the carousel. I am able to expand the items upon hovering; however, I want the items ...
CraftedGaming's user avatar
13 votes
2 answers
6k views

More often than not, 2D and 3D games markup interactive NPCs (and objects) with the exclamation mark symbol. Typically yellow. But of course, sometimes it's an "i" or a small cloud, or other ...
Kromster's user avatar
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So I have recently been working on a minecraft 1.8.9 forge mod, just to play around and see what there is (eventually I am planning on making a utilities mod with versions for 1.8-1.19, which is why I'...
MiSt Rocky's user avatar
1 vote
0 answers
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I am developing my first libGDX game. I want to animate the buttons on the stage, so they transition into view instead of just popping into appearance. For example, each button should slide in from ...
Zerg's user avatar
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6 votes
2 answers
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Is it possible to achieve this behavior with a container in Godot? To explain in more details, the black box is the hypothetical container I'm looking for and the red boxes are children control nodes:...
Eldy's user avatar
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6 votes
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I'm using Godot 4. I want to increase the distance between the Button's Text (and possibly icon, later on), and it's outer edges, while keeping the "Colors" options such as "Font Hover ...
Jeroen's user avatar
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2 votes
1 answer
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I'd been following Godot tutorials to add Drag & Drop functionality to Control nodes. They've presumably been created for Godot 3.x, but my project is 4.0. And ...
Jeroen's user avatar
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5 votes
1 answer
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I'm trying to build some UI for my game made in Godot 4.0. I want to make a "Toolbox" scene and need to decide what containers to use. I come from web development, where I'd use a ...
Jeroen's user avatar
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I am programming a game in SDL2 and I am looking for advice on how to handle interactivity of UI components when the screen resolution and logical resolutions are different. Up to now I have been ...
lancen's user avatar
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I'm creating a game in unity and I can't get the UI buttons to work. Here is what I tried: Added a graphics raycaster to the canvas Added an events system with an Input System UI Input Manager ...
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