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Re: AGRE: Alias GUI Rendering Engine for >Roblox<

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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
03 Dec 2012 03:03 PM
Mods, if this isn't 'appropriate', then why hasn't every other thread here been deleted?

AGRE is a GUI controller and simulator. Not yet made, but worth mentioning.

(there is a TD;LR below if you want to skip details)

It features unlimited ZIdicies, click controlling, built-in controls, a fully global variable interface in shared and _G, and extensive add-on capability.

It will allow scripters full control of elements via a disconnect function and allows non-experienced GUI creators to make epic interfaces.

I plan to make the engine actually have a virtual directory of all the elements which are then rendered into GUIs. The rendering process only happens when a function is called, and there will be functions for absolutely everything. When it renders, it goes through the virtual table looking for the order of objects to determine ZIdicies, so then the lowest ones get overlapped by new ones because they were created at different times. Then it will apply the values in the real object(s).

The virtual objects will have similar events and methods to the real things, but will make features like only having the highest ZIndex-owning GUI to have mouse events occur. Basically, there will be an option in the setup function to have mouse events passed down to every object or just to the one you see on top. I think this will be one of the most useful features.

The built-in controls will be sets of GUIs which are very extensible (they have lots of breakpoints where you insert your own functions). These will mean you can make an intuitive interface without actually making your own custom GUIs. The controls will be stored in a folder in the main module of AGRE. You can then add extra controls by making GUIs that comply with the control standards so they can be added to the create control function. This means that if I don't make a control that would be useful, you can and then you can distribute it for other users.

Animation will be provided in two functions. One will offer basic options and the other will be more complex and will contain breakpoints where you can add code to execute when the animation has finished, when it starts, if it is cut off and overridden by anything. The basic one will feature Roblox-style animation features, with set position, size, style, in/out, time. It will also support the ability to tween absolute positions and sizes with a scale hack.

TD;LR

It simulates objects in a virtual environment which mimics normal GUIs. It offers controls (which are sets of GUIs for a certain job) and extensive animation enhancing. It will be filled with breakpoints to allow you to add code into the main script to be executed when a certain action happens to an object. Infinite ZIdicies will be provided by overlapping objects on the same ZIndex but which are inserted at different times. The engine can control events so that only the top layer of GUIs are 'clicked' when you click.


I would like some comments for this, as well as advice on any other features to add. If it gets done, it'll probably be the one most useful thing I've done.

Oh, and if anybody wants to help code this, then I'm very open to that. Party me when I'm online if you want to discuss this.
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
03 Dec 2012 03:04 PM
inb4ban
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AbsoluteLOL is not online. AbsoluteLOL
Joined: 01 Dec 2012
Total Posts: 3939
03 Dec 2012 03:10 PM
If you complete this, I would love to see implementation into the client by the devs. The problem is, they don't care :(
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triston220 is not online. triston220
Joined: 08 Mar 2010
Total Posts: 1861
03 Dec 2012 03:12 PM
Is this gonna be a Lua script or?
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
03 Dec 2012 03:44 PM
Lua script(s).

It's going to be part of a Frame or ScreenGui. That will contain scripts or StringValues of code. The main script will tie everything together and sets the globals.
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ArceusInator is not online. ArceusInator
Joined: 10 Oct 2009
Total Posts: 30553
03 Dec 2012 04:00 PM
Don't simulated GUIs lag behind the camera by 1 frame? if so, they'd flash between positions if the camera moved faster than normal walking speed.
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
03 Dec 2012 04:40 PM
...

When I say simulated, I mean, it converts a higher state of virtual GUI into Roblox GUIs. It doesn't make blocks in front of the camera, if that is what you are thinking.

It might lag a bit, but with Lua being so fast and all it might only make the client a bit under pressure.
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nickmaster24 is not online. nickmaster24
Joined: 04 Oct 2008
Total Posts: 8906
03 Dec 2012 04:42 PM
Thanks allot; now all the mods are deleting all the other threads :P
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
03 Dec 2012 04:45 PM
HEY THIS ONE SURVIVED

I'd rather only the real spam be deleted here. Anything posted by a regular shouldn't be insta-deleted.

I had another thing about AGRE I wanted to mention but I forgot...
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ArceusInator is not online. ArceusInator
Joined: 10 Oct 2009
Total Posts: 30553
03 Dec 2012 05:15 PM
"When I say simulated, I mean, it converts a higher state of virtual GUI into Roblox GUIs. It doesn't make blocks in front of the camera, if that is what you are thinking."

That is what I was thinking. I'm not entirely sure what you mean by a higher state, but I'm looking forward to it.
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
04 Dec 2012 01:53 AM
I meant like you can have high level programming which is programs running other programs.

One problem I'm having creating it is the idea of having properties just like a normal Roblox object. I need it to be able to know when something is changed. Then it can render the new scene. Thinking of something to do with __index or __newindex. Only problem there is table that loop index an object. I think the rendering process would be expensive for Roblox.
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Candymaniac is not online. Candymaniac
Joined: 08 Oct 2009
Total Posts: 8985
04 Dec 2012 06:33 AM
Make sure it's easy to use as I barely use other people's 'frameworks' or whatnot due to confusion or distrust of it working. :/

☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
04 Dec 2012 11:02 AM
That's why I made the post above because I want to know how to actually make it easy to use. Help, if you can.
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Techboy6601 is not online. Techboy6601
Joined: 29 Jun 2009
Total Posts: 4914
04 Dec 2012 07:16 PM
This sounds incredibly useful. I may be able to help make skinnable UI controls (though you'd most likely have to script the functionality - of the controls, that is, I can handle the skinning script)

Actually, that would be epic. Have a bunch of values in an IntValue that you can change and walla, your theme is applied to every GUI.

PM me if you're interested.

---
We're all immortal. We're just stuck in full screen. - Corecii
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Techboy6601 is not online. Techboy6601
Joined: 29 Jun 2009
Total Posts: 4914
04 Dec 2012 07:19 PM
"Have a bunch of values in an IntValue that you can change"

*Configuration

---
We're all immortal. We're just stuck in full screen. - Corecii
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NinjaShadow1 is not online. NinjaShadow1
Joined: 03 Mar 2009
Total Posts: 2689
04 Dec 2012 07:35 PM
So like a more user friendly version of Gloo?
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
05 Dec 2012 02:03 AM
@Tech

I might add a function for that. I'm actually developing this for Roblox-OS which already has an applyGUIsetting function that also handles some extra stuff.

@Ninja

Never tried Gloo, but if it is similar, I will give it a go and see if mine will be more friendly.

@All

Can somebody please tell me how I would get my main script to recognise the changing of a virtual property in one of the virtual GUIs?
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
05 Dec 2012 02:07 AM
Had a very brief look at Gloo. No idea how to use it :/
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Candymaniac is not online. Candymaniac
Joined: 08 Oct 2009
Total Posts: 8985
05 Dec 2012 06:37 AM
Make sure you have easy-to-implement scrolling frames and other miscellaneous items.

For scrollframes, just make it so that if we want to make a scrollframe, we just set the size of the actual frame WITH the bar and the script will automatically configure the scrollbar's size and position, and also have easy-to-implement data such as images and text. :P

☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
05 Dec 2012 11:20 AM
All of the control sets will have many many arguments. The scroll sets will be either vertical or horizontal and depending on the size of the frame, it will either be button presses or you will have a scrollbar. Scrolling with mouse can be enabled and you can also force set if you want the scroll to be buttons or bar. The bar changes size depending on how big your menu is.

All too complex really... I shouldn't be creating these for other people. They don't deserve my skills :3

Any advice on my problem stated above? Really with there was a 'changed' metatable.
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
08 Dec 2012 05:41 PM
'It features unlimited ZIdicies'

nop
Learnt that this isn't possible.

Quitting this project. Thanks Roblox.
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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
09 Dec 2012 11:11 PM
Gloo is about the easiest way he could have implemented it. I'm not sure what's so confusing about it, but having done GUI's myself, he only included stuff one might want or need. I don't think there's any way to simply a lot of that stuff without seriously removing your ability to customize it.
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
10 Dec 2012 02:21 AM
^
Uhh wat?


AGRE is still possible through hax... but is it worth it? My idea is this:

Render everything as a TextLabel, and then make them sorted in a special way I found
This means no weird overlapping of stuff
TextBoxes can be simulated
TextButtons will be simulated too with invisible buttons over the area

Basically it gets complex.

Support?
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