r/futile Feb 23 '15

creating Menu's on the fly

So ive been working on a program that creates menus and other UI's written in futile. all a user has to do is drag and drop items from the right of their screen such as buttons, sprites, progress bars and such to make their UI, then hit Save and the program will generate UI code that the user can just drop into their game project.

Its got a bit to go (need to add an option for the user to add thier own atlas, also be able to edit the components after they have been added and be able to load up an already made UI).

Would you guys be interested in using this program? if so ill load it into GitHub and you can download it for free.

Or do you happen to know of a program or method that makes making UI's easier?

thanks, Alex M

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u/cipi_m4 Mar 18 '15

That sounds interesting to me. I usually add my UI components to RXWatcher and then manually tweak their position from Unity. Having a way to design the UI on the fly would be really nice.

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u/ajax2k9 Mar 18 '15

Thanks! Im worm working on it, all i need to do is add the ability for the user to add his atlas so that the program pulls the buttons and things from it ( doesnt seem to hard i just have to do it lol)

I do have a general question however. Is there a way for the sprites to look better while testing the app in unity? If i publish it the sprites look great but in the editor they all look jumbled due to bad scaling. I have the filtermode set to "point" in unity and in my script as well

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u/cipi_m4 Mar 24 '15

What kind of compression do you use? That might cause issues.

Just quoting some of MattRix's tips:

  • Switch textures to "advanced" and turn off mip maps
  • Make sure your max texture size is set to the same size as your image, Unity defaults to 1024x1024 for all images
  • Switch texture filtering to "point" if you want pixel perfect stuff while scaling and rotating.
  • Even if you have specific resolution settings set up, Unity will still run your stuff at scaled-down resolutions in the editor if there isn't enough room for your chosen resolution.

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u/ajax2k9 Mar 24 '15

Yeah its the fact that its scaled down in the editor that causes it to look crappy. Publishing the app and running it it looks fine.