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Re: How can the Font and Style of a Bevelbutton's menu be changed?

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: How can the Font and Style of a Bevelbutton's menu be changed?
From: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Thu, 10 Feb 2005 15:02:38 -0600
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <20050210180022 dot 1262970D73C at lists dot realsoftware dot com> <7bb7694ae26635f8c0e818cdd37e3bc5 at uio dot satnet dot net>
At 3:49 PM -0500 2/10/05, Heinz J. Gattringer wrote:

Finally, since this is a game, you might consider making your own UI
elements.  It's more work, but pretty common in games, and guarantees
that your UI will look exactly the way you want it on all platforms.

Yes, that crossed my mind at some point. Basically this means using a canvas, a combination of different pictures belonging to it and working with its mousedown and mouseup events, right?

Right.

But I am interested firstly in getting the basic functionality of the user interface working (see what works with the game and what doesn't fit in) and the build in tools of Realbasic offer a very convenient way to do that quickly. Looks are a second consideration.

That's a very sensible approach.

On the other hand, my game has a sort of metal and steal theme to it, so at least the Mac OS standart windows and interface elements blend in quite nicely. I am also a bit concerned that custom made UI elements might require more resources (=memory) and might not be as fast (= consume more processor cycles) than build in RB-UI elements.

I wouldn't worry about that much.

And finally, people who don't play games normally might be put off by new, unfamiliar looking UI elements. My game is not intended for hard-core gamers only.

That's an interesting point.

Best,
- Joe

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