(copied from here:
https://crazy-star.itch.io/scaleui/devlog/28702/i-believe-now-is-the-time-to-start-a-devlog )So here it is, the first entry for my ScaleUI devlog. I started this project right around Nov/Dec last year and decided not to publish it before it was at least useful. Actually, I've put a ton of work into this and just haven't posted it anywhere. Complexity OverloadOne of the reasons was that I got a little crazy with rotating/scaling transforms, polygonal edges and masks. These complicated features made progress pretty slow because every time I worked on it some new bugs and problems I hadn't anticipated came up. GMS2 hasn't got the best routines for handling matrices so I had to write those myself too, and I'm not an expert on that.
, and mixing others colors with that. What I'd really like would be to have a form of extension to the build in drawing routines which better handles gradients on arbitrary shapes. <p></p><p></p>Aside from standard controls like buttons and input fields, I'll probably also have to create menus before releasing the first demo. I actually already made menus, but had to delete them again at a point because they weren't "polygonal" =)<p></p><p></p>Thanks for reading, following, liking etc.<p></p><p></p><p></p><p></p>You can always follow progress on the GitHub repository here: <p></p>https://github.com/SpectreNectar/ScaleUI<p></p><p></p>Also, if you're on the YYG forum, feel free to participate in the thread there: <p></p>https://forum.yoyogames.com/index.php?threads/scaleui.38972/)