From: atani <at...@at...> - 2005-11-20 18:30:28
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On Nov 20, 2005, at 10:09 AM, Dan Potter wrote: > > These are not from the final version of the game, but close enough: > > http://www.cagames.com/gfx/fof_shots/20021008_char_1.jpg > Ok that is a very cool Drawable :) I can certainly see some usages of it in games, like a Zelda item screen. > 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. > Also very cool, a Slideshow would be a good addition. Also you can take advantage of the Sleep animation and a Trigger callback which increments the "slide". > Yeah, see my message a second ago -- more info there about this > format. > Yup, just saw it. The format is decent enough for me. Perhaps once the cmd line tool is checked in I can take a look at it and integrate support for asciidoc type tags > 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). This is exactly what I wanted to have for CR/CS. Basically grey the screen (main) and then display a lightbar menu in the center of the screen with various options. Main use for this would be the "Pause" screen but can also be used as a generic popup in a genmenu based scene. > 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. I can imaging. This would probably be a good use for the Object event handling I have planned. Until then though we can use a flag in the inputEvent method to detect if we are in the "popup" or in the "game". Mike |