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[Bontz-team] menu system


From: Owen Swerkstrom
Subject: [Bontz-team] menu system
Date: Thu, 9 Oct 2003 12:07:20 -0700 (PDT)

Hey, good to "meet" you.  :^)  Welcome aboard!

Absolutely kick-ass ideas for lab scenery.  I already
figured to have apple 2's and stuff laying around, but
caged animals and green ooze, lasers and mirrors,
that's just brilliant!  :^)  I'll leave the mirrors
'til later, as that's more of a programming headache
than a graphics challenge.

I like the idea of a very generalized cursor system,
one that will work in menus, in inventory screens, and
in-game (enemies and characters during battle, etc).
Since that last item gets a little tricky, and the
characters may be in motion, any mouse support might
want to have some sort of snap-to feel to it or
something.  I'd actually not thought about having any
mouse input for this game, but feel free to experiment
with it as the interface gets developed.

As for the menu hack being a bastardized version of my
menu class, that whole class was a bastardish hack to
begin with, so kudos to you for getting it to even
work!  ;^)  The way it grabs letters to put on-screen
is halfway tight though, and prett efficient as far as
I could tell, so we'll probably keep that.

I've always envisioned the text boxes writing out the
text, sort of letter-by-letter (though quite fast)
which needs to tie in to the animation loops, Chuck's
a better person to talk to about that stuff than me. 
I've got another speil about animation but I'm going
to post that seperately so I don't get accused of
posting yet another far-too-long message.  ;^)


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