Any good objects and extensions for building prototype interface and menus?

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  • I am currently working on my next project but I am trying to keep it at the "prototype" stage as long as possible with placeholder graphics and systems until I have nailed down the gameplay loop. This way if I have to throw something out or remake it I can do so without losing too much work.

    I am currently wanting to make some interface and menus for the game, like an interface/menu for buying upgrades and items etc etc in the game.

    My question is if there are any good objects or extensions for this purpose? The simple "button" object works alright for buttons but it is of course very limited. I sort of wish you could also display numbers on the button so you could for example make it read "Sword" and then have the price in a number on the button etc.

    Is there any such things or other that could make it more convenient to build prototype menus and systems like this?

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  • Outcast You actually can do that pretty easily by having an alterable value on the button, plus a string. Call the value "itemPrice" and the string "itemName." Then you can load these in from a database, like an INI or an array, and distribute appropriately. Then you set the text on the button to read itemName+" - "+Str$("itemPrice"(button)). This will dynamically change the text on the button to the string + value combination.

  • As dsilvers just said, you can do custom interface elements

    I for example, made this "engine" which handles a lot of stuff, like scene saving, loading and unloading, sup-components like NineSlice, Overlays, Scrollbars, Scrollers, Page indicators, Buttons..etc

    From the engine I made I built the project I was working on, I made it ina way that it's flexible, cross platform (at least Windows, macOS, Android and iOS compatible) customizable and can be called with functions (fastloop and foreach loops as fake functions)

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    Then I can use the systems I want in this fashion (loading scene example):

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    This for a notification call:

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    Or something like this for checking button clicks:

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    Or even updating some components like this:

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    So as can be seen it's completely possible, though of course, depending on the scope and skills of a person, the difficulty of achieving such thing can vary (for my case it was really advanced stuff, but i'm already experienced in Fusion and programming in general)

    Very few examples of the engine I made in action:

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    Game/App developer, artist and a community contributor.
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  • To add to this, in places where you want to make stuff easier for you (or even possible at all) you can make tools

    For example, I built these tools to help me with the project I was working on (and future projects as well)

    • This is a NineSlicer tool I developed to be able to Split an image into NineSlices quickly without having to asking the designers to do it or having to split it manually myself via a photo editing program:
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    • Managing online announcements and packs (events) it's actually GET\POST communication with a backend I written via PHP and MySQL
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    • Even a server manager (The project I worked on had online multiplayer functionality with the help of Bluewing object, which is cross platform in the paid tier)
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    All of these tools were made by me in Fusion this year, and they were not the only ones too, these were just examples..
    So as can be seen, Fusion is capable of doing these stuff, it just needs the right skills and determination :)

    Game/App developer, artist and a community contributor.
    You can support my work on: Please login to see this link.

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