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teh1ghool

Brian, I suggest adding more control over the interface, such as DIM3_EVENT_INTERFACE_MOUSE_OVER for when you put your mouse over an item so you can catch it and maybe show a preview of what a level might be in a lower part of the interface. A second one is DIM3_EVENT_INTERFACE_MOUSE_DOWN for when the mouse is down you can tell it to show the other button. Currently it only has a mouse over which is automatic and you can't control. I'd like it to be controlable by the user. This way ou can have a mouseover pic and then when you click and hold it will show a diff button pic like it's selected, then you let go and it goes to the place you want.

Which brings up the whole live mouse thing. When you click a mouse it freezes until you let go of the click, but in the engine its still moving, because you can click and hold a button then drag away a bit and let go and the button will go back to normal and the mouse pic will jump over to the correct place.

I keep editting this... I'm gonna start putting together an interface... Can you also make all buttons, every image forany type of button, have a size attribute so that we can scale down larger images for a better resolution look?

It shouldn't be too hard to implement, right?

ccccc

i agree with all of that, especially the mouse stuff, i find it very annoying that when you click and drag the mouse vanishes. and PLEASE fix those cheesy scrollers in the setup! they are so annoying.

Alexander Smith

Ah! Like in Baldur's Gate 2! You have a gloved hand that has the index finger sticking out, and when you select something, the index finger *pushes the button through a graphical animation.

ggadwa

I plan on doing a lot of work for the interface, especially to support more complex game play types. It might not be until after the first 2.0 (probably 2.1) as I have way to much to get done for 2.0.

Believe me, it's on the radar.

[>] Brian

mafoo

What is the eta of v.2 of dim3? :D
And what parts of the game do you think it is worth working on so one could hit the ground running when its released.

ggadwa

mafoo Wrote:What is the eta of v.2 of dim3? :D
And what parts of the game do you think it is worth working on so one could hit the ground running when its released.

I can actually drop the first beta at anytime, it's just when I feel I have the big things in there.

Note that the only impressive "outside" thing is the rigid body physics, the rest is all for you guys -- things to make scripts MUCH easier and sound/particles/etc much easier to use, etc.

All that has been changed in a way that will be annoying is the weapon/projectile scripts. But each of those scripts are now very very simple, and you can pretty much just take those scripts and change the model. Everything else will be OK. So stick to maps, models, etc.

[>] Brian
I think within the next couple of versions you should allow all interface buttons including those in setup, join, etc menus to be not only movable, but also scalable without making the image resolution smaller in your image editor so you can retain a high-quality look. Currently to make the images the right interface size the images have to be extremely small and this makes it near impossible to read sometimes. It just doesn't look very good.

Maybe eventually more control over the setup and join menus could be added, with which one could place 'objects' such as the 'join list', or maybe the 'graphics options' object on any custom interface page and be able to move it around and scale it too.

These are nothing that need to be added soon, just a couple of requests for the future if you ever run out of things to do. Wink Compared to rxbx versions there is way less stuff and I think in a year or two it might get pretty hard to add some more absolutely necessary things. Maybe a few animator or editor features here and there, you know? So if and when that happens you absolutely need to add this type of interface control! thx
Yeh, dim3 has a bit of an absolute take on image sizeand positioning.
Maby a idea that is requested a lot to make a ingame inventory system (maby resident evil style?) that can be edited by the user
The Only Joey Wrote:Maby a idea that is requested a lot to make a ingame inventory system (maby resident evil style?) that can be edited by the user

Much requested. At the moment no go.

Brian? Can better UI control be top of the list?

RPG type games are currently a no go.
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