New menu system incoming: Need arts!

New menu system incoming: Need arts!

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Slamoid
Posts: 237
Joined: 25 Jan 2005, 19:23

New menu system incoming: Need arts!

Post by Slamoid »

After learning from my own mistakes, I'm going to be releasing a source-code-only, cross-platform (mainly Linux) menu system. I'm hashing my own graphics in it right now, but this was meant to be completely customizable.

I suck at art, that's why I need everyone's help! Each mod will *want*, not need, it's own graphics, including a Menu Background pic, a Title pic, side logos, alliance symbols, and a button graphic (Just a blank one, text is generated procedurally), map preview pics, and any custom art that we want added. Again, this will be per-mod only, so if you have a favorite mod, whether it's EE, BA, SWTA, or even N00berhak, then bring your artwork and see it in action!

I should have some screen shots of the menu system itself up later today, and a beta release by the end of the week.
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Is this going to be a front end where we'll have buttons like:

Single Player
Skirmish
Options
Multiplayer
Change Mod
Quit

Or.. will buttons be scriptable according to modfile settings and whatnot?
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Slamoid
Posts: 237
Joined: 25 Jan 2005, 19:23

Post by Slamoid »

Well, both actually. Each mod's version of the menu system can have completely different menues that the last or the next. I can't stress how cusomizable this will be. Of course, it might take some doing to make a .sd7-read/write system going, but for .sdz or preferable .SDD, it should be easy.

Here's the reason I need some art posted:
Image

This is my art, and everything I have so far. It's coming along well, but if I had some other stuff to plug into it, I'd like to test it out. Art submitted should be transparent (where applicable), and can be JPG, BMP, PNG, PCX, TIF, or pretty much any other. Once I have it runable, I'll start posting source.
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

I'd get rid of the rainbow text in any case :lol:
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

You use PYGAME!?!?!?!



Okay, ima have a lot of questions to ask you.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

Machiosabre wrote:I'd get rid of the rainbow text in any case :lol:
Spring is an open, accepting envirome- hey, shoulder that D-Gun!
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Slamoid
Posts: 237
Joined: 25 Jan 2005, 19:23

Post by Slamoid »

Ok, all "Rainbow" jokes aside, Can somone at least post a good XTA logo /w transparency? I could also use a good EE logo, and maybe some custom logos for mods that don't have official ones like Nanoblobs and 1942.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

I'll work on some.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

I would post the XTA logo If I was at hoem and hence had the files... but Im not... :( I'll post it this evenin. (assuming I remember and my computers in a more happy mood...)

(I see that screenys being used AGAIN... are people avers to taking there own screen grabs? not that I mind)

aGorm
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Michilus_nimbus
Posts: 634
Joined: 19 Nov 2004, 20:38

Post by Michilus_nimbus »

Pygame rocks. If you need any help, I might be able to give it :-)
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Slamoid
Posts: 237
Joined: 25 Jan 2005, 19:23

Post by Slamoid »

Ok guys, I'm making MORE rainbow text, and will FILL this program with rainbow text until someone makes some graphics!

Can everyone understand this section ok so far? It's not done yet, but this is the part of the program to change to make a new menu system:

Code: Select all

def GoButtons(self): #Set below for the different buttons.
       #Commands for buttons are addbutton(ButtonText, CommandTag)
       #      CommandTag can be:
       #    next, multi, config, random, exit, go, or None
       # Command addbutton2 is for the Game Setup menu
       # Command addside(Name, LogoFileName) is for adding Sides to the game.
       #      Please note Logos should be in the folder with Springer.
       self.addbutton("Single","next")
       self.addbutton("Multi","multi")
       self.addbutton("Settings","config")
       self.addbutton("Instant","random")
       self.addbutton("Quit","exit")
       self.addbutton2("Start","go")
       self.addside("Arm",cwd+"/arm.png")
       self.addside("Core",cwd+"/core.png")
       self.addbutton2("Quit","exit")

And remember, the more graphics you make for this, the less the first release will sux0r...
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Slamoid
Posts: 237
Joined: 25 Jan 2005, 19:23

Post by Slamoid »

Ok, a day late, but it's finally running Spring by itself.
None of the game set-up stuff is done yet, including map selection, AI, color, or alliances. All these features are planned, and will be implamented. I just wanted to post source code just in case.

I know the graphics suck major arse, but no body posted different ones for me, so I'm stuck. Enjoy the craptacular menu that will make your eyes bleed. :-)

http://spring.unknown-files.net/file/32 ... v_Release/
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