From: atani <at...@at...> - 2005-11-20 17:56:46
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On Nov 20, 2005, at 8:52 AM, Dan Potter wrote: Keep in mine my comments are from the point of not seeing FoF (sorry). > - log3dmover/exp3dmover -- similar to the log/exp 2d movers, but > works in 3d Cool, so you can work on the Z-Axis right? > - gridselector -- takes an array of textures, both active and > inactive states as desired, and displays N selectors around those > textures, each potentially with their own color and overlay texture > (see: FoF character or difficulty select, jukebox menu, etc) Does this allow basically you to define a collection of "steps"? or a collection of "light bars"? (screenshot is probably easiest to explain) > - manualviewer -- takes an html-like input file and compiles it > into a binary manual format which can then be scrolled through with > inline images and all (see: FoF online manual) Very cool stuff, perhaps we can use something like asciidoc tags as the markup in a plain text file? > - menubox -- a little pop-up box that lets you display N menu > options and have the user choose one > - messagebox/popup -- the actual pop-up used by menubox as a backdrop This is exactly why I want the modal stuff :) I want the user to be able to "pause" or "exit" the game via a popup of sorts. > - screenblinds -- a powerpoint-like transition effect where dark > bars move onto or off of the screen with alpha blending at the > edges (seen in the song menu of FoF) Cool effect, would be a good anim. > - scroller -- bog-standard demo style scrolltext (character menu in > FoF) Would this only be able to handle Text or can we make it generic to also handle a collection of Textures (wraped in Banner). > > I think I may also eventually drop the code used for the options > menu in FoF into a generic piece that handles hierarchical menus. > It's not too far from it as it is but could use a little > genericization. This would be cool too :) Mike |