Designing the Galactic Civilizations 2 User interface. (1)
Useing DesktopX to make GC2 Screens Scale.
| Designing the Galactic Civilizations 2 User Interface. Part 1: | |
| I have been wanting to do a weekly blog on the progress of the Galactic Civilizations 2 user interface. Unfortunately I seem to have missed the first 12 weeks of it, so I will have to go back and cover some of the milestones of its design as time allows. One thing that is going to make things nice in Galactic Civilizations 2 is that the game and UI will be able to stretch to whatever resolution you want. How is it going to do this you ask? The major things that helps us do these screens is that I am using DesktopX Pro to design them. This should be an article unto itself so I won't go into it now, but lets just say is saves me hundreds of man-hours. And allows for some really incredible stuff. One of which is the subject of today's article. How we are using DesktopX to make our UI scaleable. The last few days I have spent on our new planet management screen.
This is going to be very cool in the game, but as for how it works and
why I will have to leave that to Brad and the other coders. Myself, I
just have to make it look good. This is one of the most complicated
screens in the game, and is presenting a challenge when trying to make
it scale. |
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Here we have the planet screen as it
appears in its
DesktopX form:![]() |
Here is how it looks in the game at this
point at the standard screen size of 1024x768. ![]() |
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Here we have the screen at a common
widescreen resolution of 1280x768![]() |
And here we have the screen at the
strange resolution of 1024x1024. ![]() |
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Object.Width = ((Object.Parent.Object.Width
- 160) / 3) - 20 |
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