GUI or sprites and touch methods?
by Andy Hawkins · in iTorque 2D · 07/02/2012 (11:02 pm) · 8 replies
I am about to add menu buttons to my game and I was wondering if I'm wasting my time using the GUI built into iTorque2D? Should I use sprites and touch methods instead? I primarily work on my PC then export to Xcode occassionaly on my Mac for testing.
#2
07/03/2012 (8:15 am)
Agreed, I only use sprite based menu systems in my games.
#3
The benefits of using sprites include, among others:
For the text-based parts (popup boxes with dialog, mission info etc.) you might want either a special class or behaviour attached to a text object to adapt it for the display.
07/03/2012 (4:53 pm)
Some of the benefits of the built-in GUI system are proper (-ish) text/font handling, including a box for displaying text. But that's all I can remember :)The benefits of using sprites include, among others:
- Multi-touch input (one, two, three fingers!)
- HD image switching for Retina displays
- Animated buttons
- Quick changes in prototyping - just add the behaviour to whatever object you want to try
For the text-based parts (popup boxes with dialog, mission info etc.) you might want either a special class or behaviour attached to a text object to adapt it for the display.
#4
07/03/2012 (5:31 pm)
Sweet thanks guys. Sprites it is!
#5
07/04/2012 (1:00 pm)
You can always use the built-in iOS widgets / UI as well - Cannibal Cookout does this a lot, but you have to write your own callbacks etc
#6
08/05/2012 (5:27 am)
@Scott - where is the documentation for these widgets?
#7
08/05/2012 (9:49 am)
On Apple's devsite.
#8
08/10/2012 (10:41 am)
You know... I use the GUI bits a lot. I think my next project I'll toy around with just doing sprites. Do you guys load these as a separate level and overlay?
Torque Owner Scott Wilson-Billing
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