So, I'm trying to grasp and understand the Dialog and Dialog button. So both of them aren't the same thing? What if I create only a Dialog button? Because I saw a tutorial that made a Dialog and THEN made a Dialog Button, I pressume that the button is put inside the Dialog box or something like that? And yes I went to the wiki to read a bit more about it, but still its a little confusing. Thankyou everyone!
Yeah, I'm slooowly getting it, its like you can create a Dialog, without a button (but theres no point to it, since it does nothing). And inside that box you can place anything you want, correct? Buttons, text, etc. like you said.
It cannot be moved for a specific player; the location of a dialog is the same for all players.
The size of a dialog must be the same for all players as well.
It can be hidden for specific players. Particularly, player groups. When hidden, all dialog items within are also hidden.
They can be set to full screen and their backgrounds can be hidden. This is what most people do.
Dialog Item:
Much more versatile than dialogs.
They're anchored inside dialogs. They can be moved for specific players.
They can also be hidden or shown for specific players.
They can't be set to full screen.
Lots of options for dialog items. Desaturated, tinted, etc.
Anchor/Offset:
An anchor is the point from with the offset is displacing the item/dialog.
Anchors for dialogs are the corners and middles of the sides of the screen, as well as the center of the screen. Top left, top right, center, bottom right, etc.
Anchors for dialog items are the same, except within the dialog in which they were made.
An offset of 1 = 1 pixel. The horizontal (x) offset comes before the vertical (y) offset.
The positive direction of an offset is usually towards the center of the screen (some exceptions -> center).
Paragrams:
Dialogs are to dialog items, as carriers are to interceptors. Dialogs are big and clunky, and aren't very versatile. However, the interceptors within are very versatile and fly around so fast, they can be in different places for different players.
Dialogs are to dialog items, as hatcheries are to eggs. Hatcheries can't go anywhere, but their eggs, like dialog items, can be anything and everything, and move all over the place once they're born!
Putting it All Together:
Dialogs are made before dialog items. Dialogs are general set to full screen and their backgrounds are usually hidden.
Dialog items are very versatile. You can basically make them do anything.
Additionally:
Dialog items have to be saved. You can save them as variables or in the data table. (People say variables are more responsive, but this is unobserved).
Be confident! Try new things with dialogs and dialogs items.
UI (dialogs are essentially apart of the games UI) is, according to me, the most time-consuming aspect of the editor. Make sure you're enjoying what you're doing.
Most Importantly:
After you complete any dialog project, think critically about how you could have done it more efficiently. By efficient, I mean being able to change large portions of your work with just the change of a single value (data table/variable). Almost always, you can save yourself time by planning ahead.
Thats a very, very nice down and dirt write-up there charysmatic. Im constantly surprised by the number of people that don't know dialog items can be modified on a per player basis using the convert player to player group function.
I will also add if anyone is unfamaliar with action defintions (which you should definitely should become if you aren't), you can use them as a "template" when creating multiple versions of similar dialog items such as buttons.
For those of you who may be interested, FuzzYD and I had an interesting chat back in 2011 about sliding entire dialogs across the screen and came up with two methods for accomplishing this task. I haven't tested his recently, but since my method works and his isn't much different in principle, they should both be applicable today. This is a bit more advanced but is a fun little academic exercise at least.
I see, so the offset (x,y) is like moving in a quadrant. x is horizontal and y is vertical? Thanks again! Although, I don't know what is the maximum, because for example lets say I put a crazy number like = ( 0 , 8230498025458305). Lol, If I put this number, will it still work? Or will it be set off screen or to the maximum edge of the screen?
Also, I noticed that you put a Dialog to the top right with an offset of (0,500), so (0,500) is pretty much putting it in the middle right. So if you would've put the same Dialog anchored to the top right (0,1000) would it had shown that it is anchored to the bottom right? I just want to play with it so I can understand it better. Thanks again for everything, appreciate it. xD
Also, I noticed that you put a Dialog to the top right with an offset of (0,500), so (0,500) is pretty much putting it in the middle right. So if you would've put the same Dialog anchored to the top right (0,1000) would it had shown that it is anchored to the bottom right? I just want to play with it so I can understand it better. Thanks again for everything, appreciate it. xD
No! A big concept to take into consideration, when working with dialogs, is that not every player has the same resolution. A player with a 1500X1000 resolution would have said dialog in middle of the right side if it's anchored to the top right. Conversely, for someone with a 3000X2000 resolution, if it's anchored to the top right with an offset of 500, it's going to be more towards the top than the middle of the right side of a screen.
See attachment.
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So, I'm trying to grasp and understand the Dialog and Dialog button. So both of them aren't the same thing? What if I create only a Dialog button? Because I saw a tutorial that made a Dialog and THEN made a Dialog Button, I pressume that the button is put inside the Dialog box or something like that? And yes I went to the wiki to read a bit more about it, but still its a little confusing. Thankyou everyone!
A Dialog is a container that contains Dialog Items. Dialog Items (Buttons, Text, Images) cannot be made without an associated Dialog.
@Spoolofwhool: Go
Yeah, I'm slooowly getting it, its like you can create a Dialog, without a button (but theres no point to it, since it does nothing). And inside that box you can place anything you want, correct? Buttons, text, etc. like you said.
@joemart06: Go
Vocabulary time!
Dialog:
Dialog Item:
Anchor/Offset:
Paragrams:
Putting it All Together:
Additionally:
Most Importantly:
@Charysmatic: Go
You typed all this.. for me? :DDD Thank you! I think the offset is the only thing I don't quite get, guess I gotta play with it.
@Charysmatic: Go
Thats a very, very nice down and dirt write-up there charysmatic. Im constantly surprised by the number of people that don't know dialog items can be modified on a per player basis using the convert player to player group function.
I will also add if anyone is unfamaliar with action defintions (which you should definitely should become if you aren't), you can use them as a "template" when creating multiple versions of similar dialog items such as buttons.
@joemart06: Go
Here's a visual offset tutorial thing I made just for you as well. :D
@hobbidude: Go
Custom definitions are their own lesson, hue hue hue.
For those of you who may be interested, FuzzYD and I had an interesting chat back in 2011 about sliding entire dialogs across the screen and came up with two methods for accomplishing this task. I haven't tested his recently, but since my method works and his isn't much different in principle, they should both be applicable today. This is a bit more advanced but is a fun little academic exercise at least.
@Charysmatic: Go
I see, so the offset (x,y) is like moving in a quadrant. x is horizontal and y is vertical? Thanks again! Although, I don't know what is the maximum, because for example lets say I put a crazy number like = ( 0 , 8230498025458305). Lol, If I put this number, will it still work? Or will it be set off screen or to the maximum edge of the screen?
@Charysmatic: Go
Also, I noticed that you put a Dialog to the top right with an offset of (0,500), so (0,500) is pretty much putting it in the middle right. So if you would've put the same Dialog anchored to the top right (0,1000) would it had shown that it is anchored to the bottom right? I just want to play with it so I can understand it better. Thanks again for everything, appreciate it. xD
@joemart06: Go
No! A big concept to take into consideration, when working with dialogs, is that not every player has the same resolution. A player with a 1500X1000 resolution would have said dialog in middle of the right side if it's anchored to the top right. Conversely, for someone with a 3000X2000 resolution, if it's anchored to the top right with an offset of 500, it's going to be more towards the top than the middle of the right side of a screen.
See attachment.