Pixel Fiend Posted April 22, 2022 I would like to design some menus but it seems a bit inconvenient to make separate images for each button. Would it make a difference if I simply included them in the M_DOOM graphic and replaced those like M_NGAME with blanks? For what I know it displays the same way, with the difference that M_SAVEG and M_LOADG are used as headers in their respective submenus. 1 Quote Share this post Link to post
Vermil Posted April 22, 2022 (edited) Some ports apply additional visual effects to the menu button images, such as glows, to indicate they are highlighted. Edited April 22, 2022 by Vermil 0 Quote Share this post Link to post
Dusty_Rhodes Posted April 22, 2022 4 minutes ago, Pixel Fiend said: Would it make a difference if I simply included them in the M_DOOM graphic and replaced those like M_NGAME with blanks? This is a great solution actually. Hell Revealed 2 and TNT Pursuit DM do this. It allows you to do whatever you want really. Oh and those wads are vanilla so, they run in any port. So don't worry about adding blanks messing things up. 1 Quote Share this post Link to post
Pixel Fiend Posted April 22, 2022 25 minutes ago, Vermil said: Some ports apply additional visual effects to the menu button images, such as glows, to indicate they are highlighted. Out of curiosity, which ports would that be? 22 minutes ago, Dusty_Rhodes said: This is a great solution actually. Hell Revealed 2 and TNT Pursuit DM do this. It allows you to do whatever you want really. Oh and those wads are vanilla so, they run in any port. So don't worry about adding blanks messing things up. Oh thanks, that's reassuring! 1 Quote Share this post Link to post
Vermil Posted April 22, 2022 (edited) Well, I believe Doomsday and Risen3D both do. Some ports also include less/more options than Vanilla in their main menus. Edited April 22, 2022 by Vermil 0 Quote Share this post Link to post
maxmanium Posted April 22, 2022 What do you mean, what's the point? That's how they designed the menu. 0 Quote Share this post Link to post
Pixel Fiend Posted April 22, 2022 (edited) (had a problem with displaying M_DOOM in DSDA-DOOM) But I might be doing an incorrect size of M_DOOM that causes it to happen. Are there limits to how big M_DOOM should be? EDIT: Seems like a smaller M_DOOM is displayed correctly Edited April 23, 2022 by Pixel Fiend 0 Quote Share this post Link to post
DynamiteKaitorn Posted April 22, 2022 Generally speaking a size of 125x60 is recommended for M_DOOM since that's the size DooM + DooM II uses. Not sure if you can fill the WHOLE screen with M_DOOM but if you can, 320x200 may be maximum (not tested however) as that's the default resolution of Vanilla DooM. 2 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.