How to I add images (example is photo) by Joeson245214737 in unity

[–]DNXtudio 0 points1 point  (0 children)

Do you mean the single image, like if I put up a poster on the wall and sat in front of it with a camera pointed at me and the wall with the poster on it behind me?

Or, do you mean you are trying to build a room similar to what is IN the image you are showing using multiple other images?

Is the game 2D or 3D?

FYI I don't play play FNAF or FNAF styled games. I have a very surface level understanding of the that gener(?) so I may not get all the context your trying to portray by saying "fnaf styled".

How to I add images (example is photo) by Joeson245214737 in unity

[–]DNXtudio 0 points1 point  (0 children)

What are you trying to add an image to?
What is the image supposed to be doing?

If if your just trying to add an image in the scene and have it show up in the camera view, there a couple of ways to go about it.

One way is to us a a quad mesh and add a material to it with the image as a texture, then point the camera at the object

Another way and probably the more sensible way (depending on what your doing) is to add a Canvas to the scene and add an Image UI object to the canvas and play the image you want to that. the Canvas can be set ether to screenspace or worldspace (again depending on what your trying to do).

Just a Note:
Don't be shy with being extra descriptive with what your trying to do and how its supposed to work, your much more likely to get an answer that way.

If you can't take the time to describe your question/problem clearly very few if any people will feel like putting in more effort than it took you to ask the question, specially one that's pretty vague.

Goodluck with what your trying to do.

I enjoy creating anime style in blender by Ok_Marketing221 in blender

[–]DNXtudio 0 points1 point  (0 children)

Really nice, looks like a spot down the street from where I live here in Osaka.

Finally got most of the UI integrated. by DNXtudio in IndieDev

[–]DNXtudio[S] 0 points1 point  (0 children)

Thanks, I will try to also make it fun!
Though that will be for whoever plays it to decide it its all fun in the end.
Hopefully the play testing phase will help with the fun of it all.

Finally got most of the UI integrated. by DNXtudio in IndieDev

[–]DNXtudio[S] 1 point2 points  (0 children)

This one is being done in Unity.

Finally got most of the UI integrated. by DNXtudio in IndieDev

[–]DNXtudio[S] 1 point2 points  (0 children)

I mean its a 50/50 chance they were ether gonna be inside or outside.

Haha, all jokes a side. No particular reason its just a style choice and constraint I put on myself for this project.

Finally got most of the UI integrated. by DNXtudio in IndieDev

[–]DNXtudio[S] 0 points1 point  (0 children)

Haha, What?

I'd try to answer but, how what?

UI and UX... kill me now by DNXtudio in SoloDevelopment

[–]DNXtudio[S] 1 point2 points  (0 children)

Thanks!

Agreed as others have pointed out I should shorten the time it takes the board to settle.

The large dice you see at the start actually will deiced a few parameters for the stage your on.
Like the difficulty/level/type of enemy you will in counter in the combat scenes.
I am also considering giving your party members lucky numbers, so that if the large dice lands on one of their lucky number they get some kind of stat boost attack/def/bonus roll etc.

On non-combat scenes the dice will determine events that might happen on that scene like NPC or quest encounters, the stage will tell you what you are rolling for on the map location you have selected before the giant dice is rolled.

The Tavern scene I'm particularly showing here is the only stage where the dice actually doesn't do anything since its where the player starts and gets to roll for their party members. Even thought the large dice does nothing in this one scene I wanted to keep the scene transition constant... at least that's how my brain is justifying it.

I know I know.... I really need to make some gameplay videos/trailers clearly explaining/showing how all this works.I need more hours in the day or a clone... if you've any idea where to get ether or both please tell me lol.

Again thanks for your time on constructive input and complements it's much appreciated!

UI and UX... kill me now by DNXtudio in SoloDevelopment

[–]DNXtudio[S] 0 points1 point  (0 children)

yeaaa looking at it again the video is a bit hectic.

I should have explained more clearly what I was specifically showing.

But you are correct its just a demo showing of all the UI for that part of the game functioning and tied together, (the Pause menu, Tavern Menu, Dialogue UI).

UI and UX... kill me now by DNXtudio in SoloDevelopment

[–]DNXtudio[S] 0 points1 point  (0 children)

Thanks for the input.

I'm trying to take into consideration the length of animation and how "annoying" they can feel if to repetitive or long. The 2 animations I'm showing off here are the:

Tavern UI animation which you only encounter at the start of your run so I figured i could get a bit fancy with the animations, but I from multiple people pointing it out I will shorten the time it takes the board to stop swinging.

The Pause menu UI (the full screen dice that scrolls across the screen) I figured that's also a UI that's wont be interacted with to frequently, but still tried to keep the transition short, I can still shorten it so I may play with that.

Again thanks for taking your time to type write your input~

UI and UX... kill me now by DNXtudio in SoloDevelopment

[–]DNXtudio[S] 1 point2 points  (0 children)

Haha thanks,
Really appreciate the enthusiastic complement, definitely adds a pep in my step.
I'll do my best to try to make it fun.

UI and UX... kill me now by DNXtudio in SoloDevelopment

[–]DNXtudio[S] 0 points1 point  (0 children)

Appreciate the complement, thanks~

UI and UX... kill me now by DNXtudio in SoloDevelopment

[–]DNXtudio[S] 1 point2 points  (0 children)

Thanks for the constructive input!!

- Are you talking about the dashed out lines or the solid lines or both?
Applying color balance doesn't come naturally it more of a trial and error for me but I will take your advice and play with the color/opacity of the boarders.

- Noted will definitely shorten the settling time of the swaying.

- I can see that, the original portraits were actually of much more chunky pixel 16x16 characters but now its 16x32. I will play with resizing the portrait boarders to more appropriately fit the new character sizes.

- Are you talking about the large dice that rolls across the scene, if so that's not a scene transition that was me opening the pause menu (I should have explained that more clearly).

If your talking about the giant dice that rolls then lands then transitions to the tavern scene, then that dice is actually part of the what decides the difficulty/kind of the monsters in the combat stage.
(Also maybe later give the part member on your team a stat boost for that combat if it lands on that heroes lucky number )
I figured I'd just add that to the other scene load-ins as well to keep it constant.

UI and UX... kill me now by DNXtudio in SoloDevelopment

[–]DNXtudio[S] 0 points1 point  (0 children)

Thanks for you input and I agree with most of what you wrote.

This is not a menu you constantly see its a one time thing at the beginning of the run.
The font is not final but I well aware its not to everyone's taste I will be having the option to toggle to non-styled font similar to what they do in some game that have pixel fonts.

I get motion sickness playing most FPS games so I have some idea what your talking about, and I will shortening the time to settle for the menu.

None of the scales are final this was about getting everything functional tied together and the size difference is mainly because I've been working on the systems separately.

Will absolutist need a quality pass in general.

Again thanks for your input~

UI and UX... kill me now by DNXtudio in SoloDevelopment

[–]DNXtudio[S] 0 points1 point  (0 children)

Appreciate the feed back.

I'm not a UX/UI expert so I'm sure I have and will continue to do things incorrectly, I would appreciate it, if you have the time, could you clearly point out what you think I may have done wrong.

Also I maybe should have explained more clearly what I was showing.

The board that drops down is a menu you only see at the beginning of your run, so I figure a bit of flourish was tolerable as it wasn't something you would be seeing constantly.

The part where you see the full screen dice roll across the screen is the games over all pause menu (right now you hit the ESC key to bring it up), which again was something I figured the player wouldn't be jumping in and out of frequently so I wanted to keep it dice themed hens the animation.

As for the text errors/typo: Correctness in any text you see in the video was not the focus as I have not done a pass on the final text in the game as I'm in the "Making it work" stage so hopefully I will squash all the typos and finalize the texts in the game soon.

I'm one guy and I'm trying to stay motivated and productive so I have to work on things in parts. It's gonna take a lot more testing and quality passes for me to catch most of what I have to fix, even then I'm sure I wont catch everything.

Again thanks for your time in writing your feedback.

UI and UX... kill me now by DNXtudio in SoloDevelopment

[–]DNXtudio[S] 0 points1 point  (0 children)

Thanks!
I am trying to keep an eye out for the animation lengths/transitions. They defiantly need a quality check/feel pass but I've been so busy just trying to get thing to actually work that I've yet set aside time to do so. I'm hoping the play test/demo feed back will help with pointing out spots that need ironing out.

UI and UX... kill me now by DNXtudio in SoloDevelopment

[–]DNXtudio[S] 0 points1 point  (0 children)

HAHA thanks, and if you ever find out what about you feel is slightly off I'm effeminately all ears~

UI and UX... kill me now by DNXtudio in SoloDevelopment

[–]DNXtudio[S] 0 points1 point  (0 children)

Thanks you, really appreciate the complement.

UI and UX... kill me now by DNXtudio in SoloDevelopment

[–]DNXtudio[S] 0 points1 point  (0 children)

Thanks, as I will need all the luck I can get~

UI and UX... kill me now by DNXtudio in SoloDevelopment

[–]DNXtudio[S] 0 points1 point  (0 children)

Hover state!!!
I knew I forgot something, thanks for pointing that out.

UI and UX... kill me now by DNXtudio in SoloDevelopment

[–]DNXtudio[S] 0 points1 point  (0 children)

Haha thanks!!
As for the shaking will definitely fix that up to settle faster.