08-12-2015, 06:22 PM
![[Image: Wu2gRcx.gif]](http://i.imgur.com/Wu2gRcx.gif)
I've mostly gotten the hud working. Having a bit of an issue getting the engine to actually use my all purpose sprite based font, which likely means theres another object defining the font besides the hud object, will work that out soon. As well as figure a way to get the font to render over the hud, since using the draw event makes sprite depth wacky... I have the next few days off so i wanna tackle this as much as I can.
You may notice the land masses pop in oddly at times in the gif, this is due to having the ship set up to 'wrap' to the other side of the room when it reaches the room border. Basically meaning the game teleports your ship to the other side of the map, even if it will spawn you 3 feet from a face full of wall. In the final, we'll have enough buffer water space there to run out most of the draw distance, so when you hit an edge you wont notice any pop in.
Textures are place holder as well. They feel a bit too complex for WA's graphic style in my opinion. The water too, though i'm quite happy with how that turned out unrelated to WA, haha.
The creator of the original engine will be credited of course! ...I i just need to find their name again. It wasn't listed in the engine proper.