1. Hey Guest, is it this your first time on the forums?

    Visit the Beginner's Box

    Introduce yourself, read some of the ins and outs of the community, access to useful links and information.

    Dismiss Notice

[WiP] SkeleHUD

Discussion in 'Modding [KAG]' started by rocker2, Jun 8, 2013.

?

Do you like this idea?

  1. Yes.

    4 vote(s)
    25.0%
  2. No.

    6 vote(s)
    37.5%
  3. YEEESSS!

    6 vote(s)
    37.5%
  1. rocker2

    rocker2 Ballista Bolt Thrower
    1. PumpkinStars - [Pk#] - Inactive

    Messages:
    256
    So recently, after having played Classic and Beta extensively, I started to notice how huge the new HUD is. It's not necessarily bad - it just covers so much of the screen that it is often hard to find objects while standing on flat ground. Thus, I have begun work on a project I like to call SkeleHUD.

    First draft screenshots:
    screenie2.png

    It's not gotten much smaller yet, but I hope to get it down to such a size that it will not bother classic players. When compared to the old HUD, there's a clear difference.
    screenie1.png

    One of my main problems is that I need an experienced scripter in order to actually modify the placement on the screen. If anybody wants to help, just pm me.

    "Download:"

    BaseGUIfinal.png

    Right click the image above and save it as "BaseGUI.png" (minus the quotes) in Base/Entities/Common/GUI/

    For me, just dragging the png into the folder was enough for it to appear ingame. However, for some players the autoupdater will replace the file. In that case, just turn your internet off while in use. Once I have enough knowledge, I'll try to create an autostarter that will add this automatically.

    Enjoy, post suggestions and feedback here. Keep in mind this is my very, very first draft - I made it in 15 minutes.

    Cheers.

    6/8/13 - Added transparency to wood part. Testing tile version! Found some bugs, not releasing yet.
     
    Apronymous likes this.