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AutoUi for GameMaker

A UI system for GameMaker for responsive, dynamic interfaces in seconds · By ome6a1717

This is good stuff.

A topic by Mackie created 99 days ago Views: 72 Replies: 3
Viewing posts 1 to 3

I'm making my dialogue with this now, and the tooltips on hover for making little dialogue check prompts is really sweet. I had it up and running pretty quick. As it stands, this is likely what I'll be using for the long haul. I am going to have to edit it somewhat in terms of drawing text, because I use Juju's Scribble library for text rendering. I think the two combined will be pretty fantastic. Thank you. 

Developer

So glad you like it!  I’m thinking of adding an auto_surface element that should allow implementations like scribble or other draw events to be computed in the containers as well. 

(1 edit)

I'm curious about something, I've noticed you have commented out your APIs mouse functions, but I tried them anyway. Seems to be exactly the same as device_mouse_... functions. My point though: 

I am wondering, I am currently setting a little offset when hovering over some of the options, so on hover, nudge a little to the right, on un-hover reset to base offset. If I position the mouse on the very edge of the LEFT side of the label (Probably the first coordinate... the labels base/origin) then it will cause the option to flicker wildly between both hovered and un-hovered offsets. I have a clip if you have somewhere I can send it to you. 

Developer

That’s the intended behavior at the moment. The offset isn’t only a draw offset, it also offsets any hovering coordinates.

What I would maybe do in your case is put the label in a horizontal container, and handle the hovering callback on the container instead of the label (so the container should still have the same hit box)