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Questions tagged [ui-design]

Designing a clear method of communication between the game and the user, whether hardware or software.

1 vote
0 answers
61 views

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
0 votes
3 answers
160 views

In my game, when the player enters a battle, they have 4 options: to move around the field, to do an active move(like a healing spell, a punch,...), to use an item, or to look at their passive ...
CptHavvock's user avatar
0 votes
1 answer
190 views

which options should go in which boxes (Start, Credits, options, Quit)
madfroggy's user avatar
0 votes
1 answer
125 views

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
0 answers
46 views

This is primarily a user interface question related to match-3 games and visualizing a goal for the player using clear imagery. I'm interested in having a match-3 game where if you get certain matches ...
G. Putnam's user avatar
  • 111
2 votes
3 answers
897 views

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
  • 873
0 votes
2 answers
523 views

Many games with health systems will always display the amount of health in a head-up display. A good example is Hollow Knight, which has a detailed head-up display in the upper left corner: Some ...
kanamekun's user avatar
  • 399
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
  • 10.7k
6 votes
1 answer
9k views

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
  • 695
2 votes
1 answer
3k views

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
  • 695
5 votes
1 answer
3k views

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
  • 695
2 votes
2 answers
254 views

I am developing an RTS right now and this topic came up in discussion about the UI design and patterns in Starcraft 2: When you issue a building command in any race, it will create a "draft" ...
Bartek Banachewicz's user avatar
0 votes
0 answers
336 views

I have been trying to work on raycast, where if a raycast hits an object then an image will be displayed on the canvas, like on COD Warzone if I go to an elevator shaft, and look at the wire to go up, ...
Artificial Engineer's user avatar
0 votes
1 answer
466 views

In the script below, "btn" is a local variable in OnEnable() method. It's said that local variable is deallocated (lost) when leaving the countaining method. Why this one (btn) is not ? Nb: ...
Achie1's user avatar
  • 181
1 vote
0 answers
245 views

I am using the Unity UI Toolkit and I would like to create my own TextField class (ie. input field, similar to the one I'm typing in now to write this message) with better functions using the Label ...
mike's user avatar
  • 501

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