Aug
19

Well, since doing the "pull-along-path-to-activate" interaction thing, I realize that unless I wanted different copies of the same file just to have different angles (it seemed like such a waste) it would be more efficient to allow game authors to configure the rotation of any in-game object.

So I implemented that easy enough: I just took the field for Size (example: "100") and made it so that if you put another number after a comma, the engine takes it as rotation (example: "150,90" means 150% size and 90 degrees clockwise). 

That would do the trick, but I quickly realize it was a pain in the butt to manually edit those numbers... click on field, hit delete, type numbers, hit enter, rinse and repeat... etc.. so I wanted an easier way. I came up with this:

Basically, you click on an item and those two number-steppers show up. Then just hold your mouse button down over the up or down arrow, and it adjusts in real time. Size goes up by 10, rotation goes up by 5.

So now, you can easily control all properties of an item. X Y coords, you can just drag and drop, size and rot, you can just hold a click over the little up and down arrows. 

I'm satisfied enough :)

 

2 comments

Marco's picture

Oh, and bug fixes too

Oh, and I also fixed a bug that made it so that solo cinematics didn't show, howcome I never saw that before! :) 

And other cosmetic changes, such as the text in the loading bar.

I can go back to my pull-through-path thingies now :)

I plan to live forever. So far, so good!

Marco's picture

Another tiny fix

Before you could rotate alllll the way to 360. Now you can either go one way to 180 or the other way to -180. Its a silly little thing, but had to be done.

I also fixed the way the loading bar fades in and out between scenes, its a little smoother now.

Man, I'm running out of excuses to make that demo video I promised myself I would do.. :(

I plan to live forever. So far, so good!

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