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What's the point of separate menu button images?


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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.

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Some ports apply additional visual effects to the menu button images, such as glows, to indicate they are highlighted.

Edited by Vermil

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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. 

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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!

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Well, I believe Doomsday and Risen3D both do.

 

Some ports also include less/more options than Vanilla in their main menus.

Edited by Vermil

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(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 by Pixel Fiend

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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.

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