Heads Up Display: Difference between revisions
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Created page with "== Introduction == OpenBOR includes a fully functional HUD system out of the box. No single hard-coded HUD system could accommodate every visual design creators may want across all game genres. OpenBOR’s native HUD nevertheless supports most needs associated with beat ’em up and platformer games. For more advanced HUD designs, creators are encouraged to use subscreens and direct-drawing primitives. These tools make it possible to create virtually any graphical effe..." |
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For more advanced HUD designs, creators are encouraged to use subscreens and direct-drawing primitives. These tools make it possible to create virtually any graphical effect or heads-up display required by different visual styles and game genres. | For more advanced HUD designs, creators are encouraged to use subscreens and direct-drawing primitives. These tools make it possible to create virtually any graphical effect or heads-up display required by different visual styles and game genres. | ||
==== Disable Time Display ==== | |||
<syntaxhighlight lang="text"> | |||
notime {int disable} | |||
#default | |||
notime 0 | |||
</syntaxhighlight>If 1, the timer remains active, but does not display on screen. | |||
[[Category:HUD]] | |||
Revision as of 12:04, 12 July 2026
Introduction
OpenBOR includes a fully functional HUD system out of the box.
No single hard-coded HUD system could accommodate every visual design creators may want across all game genres. OpenBOR’s native HUD nevertheless supports most needs associated with beat ’em up and platformer games.
For more advanced HUD designs, creators are encouraged to use subscreens and direct-drawing primitives. These tools make it possible to create virtually any graphical effect or heads-up display required by different visual styles and game genres.
Disable Time Display
notime {int disable}
#default
notime 0
If 1, the timer remains active, but does not display on screen.