My newest attempt at UI design (windows) seems to be pretty good, but Roblox’s rather plain UI instances for text won’t look as good as that title bar and buttons…
Today, I “implemented” my first UI element class, TextShadeFX. It’s not much of an OOP class, but when it’s given a reference to a TextLabel, it adds a basic (but decent-looking) shadow under the text (top-left corner text in the screenshot below). If it’s given dictionary entries with specific keys in them, not only can the shadow be customized, but it basically “unlocks” its other features.
This screenshot demonstrates what it can make:
It’s pretty neat, isn’t it?
Since it’s an OOP class, it can execute code on events. To be specific, it uses the TextLabel’s Changed and Destroyed events to update the highlight and all of the shadows to match the TextLabel. This applies to any property that isn’t read-only, including color and transparency (and eventually positioning), too! I would mention why it uses the latter event, but it’s self-explanatory, just for cleaning up.
Oh yeah, and before I finish the 1,800th (I thought it was going to be the two-thousandth) post in this topic, here’s what Explorer looks like after it creates all of the extra instances used to “enhance” the text. I don’t know if it would affect performance on weaker devices, but the 3D text effect creates a lot of extra instances!
I made some clothes a while back, Only 1 shirt is getting me some Robux though lol
Potential logo for this new project, might be working on a map for a hangout similar to On Tap but with an underworld/Halloween twist.
unfinished megatall skyscraper concept for my fictional world-building project, took me HOURS to design a blueprint and recreate it accurately in Roblox Studio
if you look closer at it, you’ll understand how unfinished it is, lol. bonus picture for size comparison
Recently finished working on the title screen and main menu for my voxel building game! More updates in the Discord server for the game!
Well, I may have moved on to improving Project Magical Mary’s UI style, but I couldn’t rush ahead, leaving those fries unfinished; Today, I started making the texture (technically a PBR SurfaceAppearance), so the fries should resemble their real McDonald’s version.
There are three different appearances that a fry can have (though it’s all preset since they’re all a part of a single mesh, not procedurally generated): standard light yellow, a darker brownish color, and yellow with burned-looking brown ends. For the latter two, there are exactly three of each, with the rest of the 3D fries appearing plain (but almost edible).
Also, I’ve started to use Mary’s branding for their container, with the usual light pink coloring. I didn’t notice this before because I didn’t have a texture made for it then, but the smaller sizes have a squished Mary’s logo on them.
Also, I really should’ve made the mesh use unique inside and outside polygons instead of heavily depending on the “DoubleSided” flag; Due to this, I couldn’t give the inside of the container that lighter stripe pattern that a certain fast food restaurant uses. Also, some of the fries have incorrect textures farther down, which I don’t have an explanation for.
Want to see how the fries look now? Here you go!
(Look at the tip of the fry facing towards the screen; Fries use a normal map to give the illusion of beveled edges.)
- Yes, it looks good even with the errors you noticed.
- Yes, but you may want to fix the errors mentioned.
- No.
0 voters
those are the longest fries i have ever seen
Yeah, I guess they are pretty long, but when I eat fries, they seem to be this length. (These fries are definitely thicker than their inspiration, though.)
Here’s the large fries container’s size compared to an “adult” character, for a scale comparison.
With the fries out of the way, I’ve returned to working on my experience’s UI/windows. I’m starting to think it’s a bit too complex for just some random Roblox experience, but I’m going to create two OOP-ish classes for windows, the windows themselves (which will standardize their pin and close buttons’ behaviors) and what’s known as a “chain”.
If I explained what that class did, it would take at least a couple paragraphs, so basically… Have you seen how that you can’t click on Roblox Studio once you open its settings dialog? That’s what that class will let my experience imitate.
Tonight, I started working on the “window” class. It’s very incomplete, but it takes a UI instance and resizes the frame and title bar to fit around it. This screenshot doesn’t make it look good, as I’m making it use UI that isn’t compatible with my new style, but I’m going to act like this test was successful.
Also, if you noticed that the button is gone, that’s intentional. I originally wanted to include a third button in the title bar which would shrink any window down to a small, slim version of itself at the bottom of your screen, like Windows does when Windows Explorer isn’t running.
I realized that while that feature would be cool if Project Magical Mary was simulating an OS, that isn’t what it’s supposed to be, and it would probably confuse anyone that hasn’t used a computer OS (kids who only would understand touch-based mobile OSes). The pin and close buttons will stay, as they’re mostly self-explanatory, though.
Also, the shadow behind the title bar’s text was removed, since it could be recreated using my TextShadeFX UI element class with its default settings.