From: Dan P. <ba...@al...> - 2005-11-20 18:10:14
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On Nov 20, 2005, at 9:56 AM, atani wrote: > Keep in mine my comments are from the point of not seeing FoF (sorry). It's all good :) Some screen shots will help out (I have some of most of this) -- >> - log3dmover/exp3dmover -- similar to the log/exp 2d movers, but >> works in 3d > > Cool, so you can work on the Z-Axis right? IIRC that was the idea. >> - 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) > These are not from the final version of the game, but close enough: http://www.cagames.com/gfx/fof_shots/20021008_char_1.jpg That thing in the middle is the grid selector. I just told it there to make a 2x4 grid, and fed in textures for each. You can then get and set the number of selectors and the selections for each. The two characters are done with two of those Slideshow objects I mentioned (just loaded up all the characters and assigned the textures into each, and then switch them out when the player moves their selector). The text at the top and bottom is done with scrollers. http://www.cagames.com/gfx/fof_shots/menu1.png On this one you can see two Slideshows (the screenie of the selected option on the left, and the character sketches on the right), and the text display on the right as well. > Very cool stuff, perhaps we can use something like asciidoc tags as > the markup in a plain text file? Yeah, see my message a second ago -- more info there about this format. > 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. Unfortunately I don't have a screenie of this handy. But yeah that's exactly what I used it for. In FoF if you hit Start during most of the menus, the screen would dim out and a menu box would zoom up from the center with options. The box had a gradient border and a shifting blended background (I think it was red, green, blue, yellow for the corners). Some of the input handling code in that was a little gross and might need to be redone. I'll have to look at it. > Would this only be able to handle Text or can we make it generic to > also handle a collection of Textures (wraped in Banner). Right now it only handles text. I don't see why it couldn't handle whatever with a little reworking though. |