I guess you can imagine all by yourself that this would be a very restrictiveMissile, do you examine the pixel color behind mouse position when determining whether it is for the button or not?
approach (such an idea stems from the earlier sprite engines seen in many
ancient gaming consoles). The method I'm brewing up here will be much more
general and will have no restrictions on colors whatsoever. It's work in
progress. I still have to foolproof the concept for including it in the main
trunk, since I currently don't know where the method breaks resp. whether if
it will work for many useful/interesting circumstances an artist or UI
designer might be interested in. Too early to say for sure. The things I told
in a previous post are just my wishes so to speak. There a still some many
technical cases to consider to make the method work without much intervention.
Another problem is considering use-cases. A simple example; since now you can
have holes, how to treat them? Should UI elements underneath be selectable or
not? Perhaps a designer using this user interface may want do have both
options in having some holes covered (no selection of UI elements below) while
others not, all at the some time + changing over time. The great flexibility
indicated brings also some drawbacks since you may now have too many
parameters to play with. To make it useful I have to narrow down the
parameters to make it easy to use while still having something left on the
table. So it's all experimental. If it doesn't work, I have to screw it. But
that's why I post the pictures in here at this earlier stage of development to
see if someone has some imagination where this could all go resp. may turn up
some flaws etc.. I'm interested in about what artists would use it for esp.
considering when the buttons could be animated. I have some ideas of my own.
For example, if it works out, you can have floating UI elements if you will,
which will bend, break-up, dissolve, or simply be transported around. Oh dear,
yeah I'm burning to bring some fluid dynamics to the stage, but I am somewhat
limited on resources over here. The UI is just one quest out of ... arrgh!