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Re: [Adonthell-general] Double screen mode available


From: Andrew Phillips
Subject: Re: [Adonthell-general] Double screen mode available
Date: Sat, 27 Apr 2002 15:33:45 -0500

I think it would definitely be better if the portraits and names matched.
After all, what would the user think if, for example, the game says he's
talking to Gandalf the White but the picture on the screen is of Bilbo
Baggins?

If you're using Python for the game engine, why not use a hash to tie a face
to each name? I apologize in advance for not knowing Python. I've heard it
builds on Perl, so knowing that Perl does hashes, I assume Python does the
same.

Andrew the Newcomer
----- Original Message -----
From: Kai Sterker <address@hidden>
To: <address@hidden>
Sent: Saturday, April 27, 2002 2:32 PM
Subject: Re: [Adonthell-general] Double screen mode available


> On 27 Apr 2002 21:20:09 +0200 Alexandre Courbot wrote:
>
> > Uh, started Waste's Edge again. It's much more comfortable in 640x480
> > (even though the font is not very readable when in fullscreen -
> > hopefully TT fonts will fix that).
>
> Ah, I remember. You had troubles getting X to function properly in
> 320x240. Actually, it's pretty cool in proper fullscreen. You just have
> to get away a bit from your monitor. Together with gamepad support,
> that'll make a nice console feeling :).
>
>
> > There is something about the dialogs again: Kai, you fixed the
> > character portraits to change whenever the person speaking changes,
> > but the name remains the same. If I remember correctly, it changed too
> > in previous versions. Not that I consider that as a bug - actually
> > it's even maybe better like that - but in case this is not what you
> > wanted, I let you know :)
>
> Well, changing that as well is not a problem. I just forgot about it.
> I'm not sure what the best way is, though. But I guess it might be
> better if name and portrait match. What do you guys think?
>
> Kai
>
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