"It is also no way on earth on this planet ever, EVER worth $100."
Well to each his own, but I have LOTS of happy customers. Plus my GUI system comes with both Anibrush and Flux, two free libraries I developed for animating textures and entities. Want your menus to slide onto the screen and slow down then stop? Flux can do that. Want them to pulsate in brightness when the mouse is over them? Anibrush does the job.
The reason my system doesn't support things like buttons and such natively is because if it did then it would limit what you could do with them. I bet you can't play a sound when the player mouses over an XLNT gui checkbox without writing new code to do it. And if you want it to glow, that would probably require you to go into the guts of the system. Coding a checkbox or a button with my system is really simple. It takes only a few lines of code.
In pseudocode:
Now the button toggles between checked or unchecked when clicked. With a few more lines of code, you can make the button glow when the mouse is over it, make a click noise when the mouse enters it, and make a click when the player changes it's state.
And you're not limited to what I choose to allow you to do. And as a result it works with both the anibrush and flux systems and the animations can be completely automated.
Well to each his own, but I have LOTS of happy customers. Plus my GUI system comes with both Anibrush and Flux, two free libraries I developed for animating textures and entities. Want your menus to slide onto the screen and slow down then stop? Flux can do that. Want them to pulsate in brightness when the mouse is over them? Anibrush does the job.
The reason my system doesn't support things like buttons and such natively is because if it did then it would limit what you could do with them. I bet you can't play a sound when the player mouses over an XLNT gui checkbox without writing new code to do it. And if you want it to glow, that would probably require you to go into the guts of the system. Coding a checkbox or a button with my system is really simple. It takes only a few lines of code.
In pseudocode:
If GUI_MouseOverObject(Button) If LeftMouseButtonClicked Button_Active = Not Button_Active If Button_Active PaintEntity(GUI_Entity(Button), BRUSH_ActiveButton) else PaintEntity(GUI_Entity(Button), BRUSH_InactiveButton) endif endif endif
Now the button toggles between checked or unchecked when clicked. With a few more lines of code, you can make the button glow when the mouse is over it, make a click noise when the mouse enters it, and make a click when the player changes it's state.
And you're not limited to what I choose to allow you to do. And as a result it works with both the anibrush and flux systems and the animations can be completely automated.