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Re: LBGUI - Prerelease... kindof
[Re: Lukas]
#335729
07/30/10 11:29
07/30/10 11:29
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Joined: Jul 2010
Posts: 283 Germany
jenGs
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Joined: Jul 2010
Posts: 283
Germany
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This is really great. The only thing that's missing now is a GUI-Editor  And a "good" code editor. Because I hate to write BMAP definitions. And Code auto completion would be very usefull for a project like this (But thats JCL's problem not yours). Am I right, that you created the buttons/controls with the winapi, made them somehow "invisible" and created a graphics representation of each state in the engine? I tried this a year ago and failed with the message handling of the winapi. Again, great work. MfG, Ich
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Re: LBGUI - Prerelease... kindof
[Re: jenGs]
#335734
07/30/10 11:48
07/30/10 11:48
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Joined: May 2007
Posts: 2,043 Germany
Lukas
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Programmer
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Posts: 2,043
Germany
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First, thanks to all who posted after I said thanks the last time.  "Am I right, that you created the buttons/controls with the winapi, made them somehow "invisible" and created a graphics representation of each state in the engine?" You are wrong.  I programmed the buttons and all other controls completely myself. They act like Windows buttons, because I examined the behaviour of the Windows buttons and made my buttons do the same. Maybe I'll make a GUI editor some time, but not in the near future...
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LBGUI - RELEASE!
[Re: Lukas]
#336054
08/01/10 12:08
08/01/10 12:08
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Joined: May 2007
Posts: 2,043 Germany
Lukas
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Now the deadline is over as it's the 1st of August even in GMT-12. So there is no reason to hide the source code anymore. Here you go: http://www.brogames.de/LBGUI/LBGUI.zip(~687KB) This is the contest release. It's much smaller than the first two downloads as this doesn't include an exe anymore. I put the other downloads down, as especially in the first demo I gave you there were some small bugs, which are now fixed. Credits would be nice.
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