Populating the GUI

I’ve written some of the code that displays information on the in-battle interface depending on which program is selected. See the video:

I haven’t done the description of the actions at the bottom of the panel yet. That is slightly more complicated, and I might do that after I finish the actions themselves. I also demonstrate the option to move the panel to the right or left of the screen.

2 thoughts on “Populating the GUI

  1. I love how fast this is progressing, definitely puts Godot on my radar … would you say that your choice of engine is responsible for this dev speed? Have you used others e.g. GameMaker?

    Liked by 1 person

  2. I’ve tried a few others, including Unreal Engine, Panda3D, Pygame, Pyglet, Irrlicht and Polycode. I’ve never used GameMaker. I didn’t really get on with any of them. Things like Pygame and Pyglet require you to import them straight into the script rather than having an IDE that does everything, so they’re less user friendly. I found all the options in Unreal overwhelming. When I tried Godot’s Dodge the Creeps tutorial, I found it much more intuitive and easier to use than the others. I don’t know if it’s the way I work or if it’s objectively user-friendly, but I decided to settle on it. It also has pre-made nodes for almost everything. For example, for the programs/pieces on the grid, I’m storing the hexadecimal background colour of each program in a dictionary, and pass that to a scene with Godot’s ColorRect node to generate a square of that colour. It’s a lot more convenient and adaptable than having an image for each. I don’t know what might have happened if I’d invested more time and effort into another engine, but I’d say yes, my choice of engine is responsible for this speed.


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