I'm almost done the system. I have been working at it meticulously, trying to keep it as simple as possible without going through too many if/then's. Actually, the whole system's done as far as Drag and Drop from the multigon. I'm currently working on Drag and Drop from the spellbook.
The system uses manipulation from "Edit Value" and "Current Value" in order to avoid any unnecessary if/then loop conditions. (Saves about 1500 if/then's altogether)
Some other things I need to change is how I handle the spellbook in order to accommodate this manipulation. Which is what I'm working on right now as well.
BTW: Working in patch 1.4 editor now. Regardless of the camera bug.
Here's the video of the demonstration. Sorry about me opening and closing the panels so much. I dunno why I do that.
EDIT: Getting zero errors/warnings is a lot harder in 1.4 because anything returns nothing will give a warning. For example, trying to call up on a dialog item through a variable that has it currently set as "No Dialog Item" will return a warning message. Pretty annoying. But work aroundable. I have a thing about seeing red, so I try to get rid of all of it.
EDIT2: Another update about the map. Not everything can be learned from a single tree of the multigon. You can learn, for example, in the Leadership tree 14 out of 18 tier 1 skills. You can learn 9 out of the 12 tier 2 skills. And you can learn only 3 of the 6 tier 3 skills. These three tier 3 skills affect the "ultimate tier" skill in each tree, which would vary in ability depending what you chose.
EDIT3: Updated the main post with the new screenshots, video, and progress.
It might look far and estranged in the video, but it feels very fluid and comfortable once you try it out. I had worked with the offsets a bit, and I felt this most comfortable. I'll increase it if people don't like it tho.
Added additional features to the Drag and Drop system to feel more comfortable. Features are below:
Dragging an ability to the action bar while an ability is already in place will set the ability to the proper hotkey and also replace your current mouse drag selection with the prior ability.
You can now "drop" the current dragging selection over any multigon talent to prevent accidental learning of the talent.
You can now remove abilities on the action bar off of it.
I also optimized the code a little bit to prevent a possible bug that can occur... won't occur anymore.
EDIT: 103 minutes later... Fixed all the bugs with the new features. Some bugs I fixed are as below:
Fixed being able to pick up non-hotkeyed (empty hexagon) icons.
Fixed some red warning errors related to the new features.
EDIT2: Forgot to mention I also added some room for future support on item/inventory/equipment drag and drop into the action bar for quick swap of gear, quick use of items, and the ability to move items around in the inventory.
EDIT3: Optimized all code a bit. Reduced my trigger size by 13 KB :) Lol...
Updated the inventory system. Your max bag size limit is now 75, down from 120. Bag sizes will start at 30 for all players. Increasing by 15. It is also less obtrusive to the player. Here is an update on the current goals of the project:
Finish all the Leadership tank abilities and have them useable
Drag and Drop for all menus - Inventory, Spellbook, Multigon, etc...
Resizing of all menus - Inventory, etc...
Initial story
Bank storage in towns.
EDIT: Current known bugs are listed below:
Chat system will screw up with player used font styles.
You can still attack your current target by approaching melee range of a different target while still facing your current target.
EDIT2: With the equipment system underway - I might be needing a few testers this weekend to test combat, skill usage, and equipping of items. Thanks in advance.
The equipment dialog's generic setup is done... with a very generic UI once again. With that said - would anyone be interested in designing some UI graphics?
The equipment has the following slots:
Head
Shoulders
Chest
Arms
Hands
Waist
Legs
Feet
Neck
Ring 1
Ring 2
Special (From mini-game)
Weapon
Off-Hand
Ranged
Shield Generator
Do you guys think there should be more or less equipment slots?
That seems like a good number of slots. Also, I'm not sure I like the idea of me designing UI graphics lol. I've never done it and am not really certain how to do it well lol.
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@Nebuli2: Go
Yes.
@yukaboy: Go
Lol, the lava ones are very nice. I like the lighting better there too, to be honest.
@Enexy: Go
It's the same lighting :P
@Nebuli2: Go
I thought you increased it by 25%
@Enexy: Go
Well, yeah.
@Nebuli2: Go
Dragging and dropping is proving to be a BBIITTTT more difficult than I would like it to be.
@Enexy: Go
...
:(
@Nebuli2: Go
I'm almost done the system. I have been working at it meticulously, trying to keep it as simple as possible without going through too many if/then's. Actually, the whole system's done as far as Drag and Drop from the multigon. I'm currently working on Drag and Drop from the spellbook.
The system uses manipulation from "Edit Value" and "Current Value" in order to avoid any unnecessary if/then loop conditions. (Saves about 1500 if/then's altogether)
Some other things I need to change is how I handle the spellbook in order to accommodate this manipulation. Which is what I'm working on right now as well.
BTW: Working in patch 1.4 editor now. Regardless of the camera bug.
@Enexy: Go
Nice. Maybe we could get a video of it?
@Nebuli2: Go
K, finished all the systems - everything's working with ZERO error. Video incoming in a few minutes.
@Enexy: Go
YAY
@Nebuli2: Go
Here's the video of the demonstration. Sorry about me opening and closing the panels so much. I dunno why I do that.
EDIT: Getting zero errors/warnings is a lot harder in 1.4 because anything returns nothing will give a warning. For example, trying to call up on a dialog item through a variable that has it currently set as "No Dialog Item" will return a warning message. Pretty annoying. But work aroundable. I have a thing about seeing red, so I try to get rid of all of it.
EDIT2: Another update about the map. Not everything can be learned from a single tree of the multigon. You can learn, for example, in the Leadership tree 14 out of 18 tier 1 skills. You can learn 9 out of the 12 tier 2 skills. And you can learn only 3 of the 6 tier 3 skills. These three tier 3 skills affect the "ultimate tier" skill in each tree, which would vary in ability depending what you chose.
EDIT3: Updated the main post with the new screenshots, video, and progress.
@Enexy: Go
Awesome :)
I would suggest, though, keeping the icon a bit closer to the mouse when you drag it.
@Nebuli2: Go
It might look far and estranged in the video, but it feels very fluid and comfortable once you try it out. I had worked with the offsets a bit, and I felt this most comfortable. I'll increase it if people don't like it tho.
@Enexy: Go
Added additional features to the Drag and Drop system to feel more comfortable. Features are below:
I also optimized the code a little bit to prevent a possible bug that can occur... won't occur anymore.
EDIT: 103 minutes later... Fixed all the bugs with the new features. Some bugs I fixed are as below:
EDIT2: Forgot to mention I also added some room for future support on item/inventory/equipment drag and drop into the action bar for quick swap of gear, quick use of items, and the ability to move items around in the inventory.
EDIT3: Optimized all code a bit. Reduced my trigger size by 13 KB :) Lol...
@Enexy: Go
Finished the core system of using abilities from the action bar via clicking/hotkeys. Time to sleep.
@Enexy: Go
Updated the inventory system. Your max bag size limit is now 75, down from 120. Bag sizes will start at 30 for all players. Increasing by 15. It is also less obtrusive to the player. Here is an update on the current goals of the project:
EDIT: Current known bugs are listed below:
EDIT2: With the equipment system underway - I might be needing a few testers this weekend to test combat, skill usage, and equipping of items. Thanks in advance.
Awww... I wanted to be one of the only two people who knew how to make text massive :(
@Nebuli2: Go
The equipment dialog's generic setup is done... with a very generic UI once again. With that said - would anyone be interested in designing some UI graphics?
The equipment has the following slots:
Do you guys think there should be more or less equipment slots?
@Enexy: Go
That seems like a good number of slots. Also, I'm not sure I like the idea of me designing UI graphics lol. I've never done it and am not really certain how to do it well lol.