Jul
16

It always feels smaller while I'm typing about it :) 

 

  • Changed tooltip and description fonts to Baskerville. Felt good, man.
  • Changed the savegame icon into a camera. (hey, better than a floppy disk!)
  • Moved icons and volume control to the bottom-right corner of the screen.
  • Removed the blue square frame in the bottom-right corner of the screen, now that area is yours, game authors, to make any gui you please.
    • Incidentally, the ability to make GUIs has been there since I introduced "hijack=1". Just load your favorite gui, for instance this, and set its X and Y coords to 0 (you won't be able to drag-and-drop thanks to the hijack, but that's good because it also means the gui won't get in the way of you dragging and dropping other things), call it [[gui_something]] and then in the scene intro, add [[gui_something]]. That's all there is to it! You can have any GUI you want, even animated if you really want to punish the CPU :)
  • Added a new icon to check back on the adventure log, it looks like a little journal, very cute.
  • Made it so that from now on, the cellphone icon and the savegames icon are controlled by keys, key_cell and key_save, respectively. 
    • This is kinda important! This means that any games made from now on, that don't give these keys to the player at some point, won't allow him to use the cell or to save his game, respectively. 
      • To make everything backwards compatible, I introduced a new variable called "version", and all games made in engine versions prior to this one get "grandfathered in" as far as these two new keys. But new games got no excuse! 
      • I repeat: if you want your players to use the ritual cellphone, you need to give them key_cell, and if you want them to save their game, you need to give them key_save!
      • But if you don't, now you don't have to, which was the whole point of this :) Indeed, like bluepill suggested so many moons ago, now game authors can control when exactly players are able to save the game, thus making the challenge more or less difficult, as they please. And now games that don't have the SCaV3NG3R setting, or simply don't want to use the cellphone gimmick, don't have to. So its a good thing.
      • To make it easy for game authors to add key_cell and key_save, I created a new Scene-level variable under Options called "Initial Keys". As the name suggests, any keys you put here (such as key_cell and key_save) get added to the player's keychain right when the scene loads. Convenient!
I think that's all for today kiddies, but I'm kinda happy about how the GUI test came out. The possibilities are much more open now for different games and looks and feels (damn, I'm starting to talk corporate. Time to hit the bed)

 

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