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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    @Mille25: Go

    This is exactly what I was looking for, thanks!

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    @Mille25: Go

    No worries at all; First off..

    1) My map is being developed for single player - so making it functional for multiple players is not the focus (especially considering key board input in multiplayer games = lag).

    2) I basically wanted an answer to a more efficient method to display a custom, traditional, rpg menu, which can be displayed at any point by pressing a key. The key would then generate a menu that has a keyboard controlled cursor with varying displays governed by variables in the game; such as; The ordering for units, hps, stats, etc (I want to avoid boss bars because they don't have nearly the amount of customization features that buttons/screen images/etc have).

    So, I originally did all this by having just a few dialogs, but I ran into an issue when it came to hiding these generic dialogs and displaying them again. Currently there is no "hide all dialogs" function that I am aware - just a destroy all. This became an issue when calling the menu back up because of my cursor. I could create/hide/destroy static dialogs using this method but it was impossible to accomplish for the cursor since it required some kind of unique pointer (i.e. button #, or image #), in order to modify the cursors x,y location. Note; this is just an example of one non-static function (obviously I could just use the last created dialog feature if the only thing that ever moved/changed was just the cursor).

    I'm going to PM you my map so you could take a look at the code and maybe offer some input if you feel up to it.

    Thanks

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    @Mille25: Go

    There is no question of dialog arrays - the ff13 guy mentioned using that.

    The issue however is that your function to determine when to turn off the dialogs is based off the "used dialog item" function - which basically means, last clicked function, correct? I.E. how would one implement a key stroke for that position - cause technically i never "use" a button, it's simply there for display.

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    @Mille25: Go

    Ok, I see what you're saying here - but the map I'm developing runs completely off of keyboard input;

    Basically, I create a cursor that has X,Y location and also has a a variable (ARROW LOCATION), that I use to determine if the cursor is being used on the menu map, battle menu, etc. I.E. if (cursor location) = 1, then I have my battle menu open, or if it's set to 2 I have my main menu open, etc, etc.

    I use spacebar atm for my "confirm" key when selecting stuff. So lets say, I hit M to open my main menu, now my arrow location is set to "2" and my X,Y location is set to some start location to where the cursor displays next to the appropriate selections "stats/loot/items/order/etc". I now have events that are enabled when my main menu is open -

    I.E. http://img59.imageshack.us/img59/8689/exmenucontrol.jpg

    Basically, the control for selecting stuff is not based on a button click; So how would I make your example work and incorporate controls based off keyboard input? Clicking just makes me feel like I'm not playing a traditional rpg.

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)
    Quote from vjeux: Go

    Your map looks really nice. I'd love to see play Final Fantasy like maps :)

    Anyway, you don't have to quote the full text of what the other just say. The post is right before yours :p

    Fair enough, and thank you :)

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)
    Quote from Mille25: Go

    @Pandaros_Brewmaster: Go

    chill, no need to get rude, i just want to help you and others who didnt figure it out yet. if you create every dialog/dialog item as an array you will waste a lot of memory, and its really not necessary. if you want i can post some example code later.

    greez

    I would love some examples - My Custom UI completely works, but I find it very inefficient and I 'know' there is a better way. I'm also willing to share my map if you'd like to see :)

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)
    Quote from Pandaros_Brewmaster: Go

    i am not distributing the map, the functions are my own custom ones that generate the different menus.

    any everything is stored in variables.

    weak

    Posted in: Project Workplace
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    posted a message on 8 triggers running at 1 sec each
    Quote from xenrathe: Go

    @Etravex: Go

    I wouldn't worry about the timers, but if you wanted to change it, you could have two triggers:

    Trigger 1 would be "Unit enters or exits region - HILL" and use that to update the leaderboard

    Trigger 2 would be "Any unit dies" Condition - Triggering Unit is in region - HILL action - run update leaderboard

    But you might very well get more hits from those triggers than from a 1 second periodic.

    True... & true

    Posted in: Miscellaneous Development
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    Hmm, do you think it would be possible to get a copy of your map in order to check this out?

    I'm basically a bit confused on the functions you have defined;

    Are you using data tables to store these values, or local/global variables?

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    Again, the problem with the "show/hide" dialog is you can only specify certain dialogs, not "all" - how would I do "Hide all dialogs?" - only options I can find are last created/etc.

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    Yes, I have seen your UI and I think it does look really nice - there is however 1 important difference between our implementations.

    The RPG I am developing relies on keyboard input (since there is obv lag with these functions, the game is being designed for a stand-alone 1 player RPG "TRADITIONAL"). I am am assuming (since I could not find any other function), that you remove your menu by destroying all the dialogs, and call them back up by using the "create dialog" (no assigned value) function?

    This is what I initially did, but I found an inherit problem with that when having a screen image (like my cursor 'the right facing arrow on the menu').

    Basically, the only way I could find to hide the menu was to "destroy all dialogs" - however, the only way you can "create" a dialog with a unique value is to "display"

    Hense, the loop fails because when the menu is called back for a 2nd time, it can't display the cursor (it needs a unique value in order to be moved) since the dialogs have been destroyed when it was initially closed - Which is why I have to have unique values/hide each button for this type of input.

    So, I might be confused, but I am fairly certain that you can't "create" a dialog box that has an individual characteristic to it - and you can't "hide" all dialogs.

    Lemme know your thoughts, thanks for the input too btw!

    Posted in: Project Workplace
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    posted a message on [Data] Tank Driver - Simple attach unit.

    @MrZ3r0: Go

    This is cool, good post for animators/etc.

    Posted in: Tutorials
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    A bit of background info: So, I've been watching the SC2mapster forums/news posts since the ability to publish map editing. I have dinked around with the map editor in the past for War3/FT/SC/BW/. Usually I find that the built in functions are insufficient for the ideas that I have and I typically get bored once it comes down to any type of custom scripting/defining my own built-in functions - I figure if I'm going to write code in some specific language (even as basic as script can be) that I might as well just use a better programming language/etc.

    However, with SC 2, it seems the map development has had a significant overhaul and a massive amount of new features have been implemented. Since I am no artist, it appeals to me greatly to develop "maps" for SC 2.

    My project: (SUBJECT TO CHANGE)

    Currently I am working on creating a TRADITIONAL rpg; this being said, it will feature;

    a fully functioning custom menu, multiple characters interchangeable in story and battle, armor/weapon sets visible on character current equipment, a 'decent' (lets be honest, its not gonna be FF7/10/13/XenoGears/Chrono Trigger/ETC) story, implementation of community ideas (SEE:http://www.sc2mapster.com/maps/train-system/; http://forums.sc2mapster.com/development/project-workplace/2511-reaper-sidescroller/), a unique use of HP/MANA/ENERGY/CLASS/STATS/ETC (ALL USUAL + SOME MODS TO TRADITIONAL RPG VALUES), character development, and of course - awesome mini games.

    MY REAL PLAN: Yes, 'my project', is what I would love to develop and distribute - Currently I work 38+ hours a week and also have a life, so it will take a significant amount of time to complete. That being said, here's what I have in the past 2 weeks I've been working on it + some commentary on how I've implemented each system;

    Implementation of the Main Menu System:

    This took more time to figure out how to properly accomplish, than it did to actually assemble the menu.

    Currently, there are 2 characters that can be moved around in 3 possible slots. However, if I simply "turned on" (modified variables), for the other chars to display, 90% of the coding would be done and shown (i.e. 6 chars with 3 slots + a "reserve" section, would be shown).

    HOW I DID IT: So, the way I implemented this system was by using 100% and absolutely 100% dialogs. This new feature is amazing and completely annoying at the same time.

    small background info: TO MY KNOWLEDGE - there are basically 2 ways to display "CUSTOM" (I.E. ANY X,Y, POSITION I WANT) 2D TEXT on screen; Use 2D text that displays "in game", or 2D text that displays through dialogs. With 'in game' 2d text, it is a pain in the ass, - I.E. my "MENU" should display no matter where the camera is, where the char is, etc, at the usual locations THE VIEWABLE SCREEN. I'd have to always move the camera to some location, or have the menu move with the current camera position, in order to have my menu display - which is not optimal. With dialogs, it is ALSO a pain in the ass, if one wants to create text at a x,y position, the only features available are; Button (this works, but is limited (50 MAX BUTTONS AT A TIME)/Unassigned Dialog (which is useless, cause if you destroy all dialogs (turn them off), GG). Another annoyance with buttons; in order to have those display as text - they must always have their "background" turned off, and their "hover" turned off ( SET THE TEXTURE TO "BLANK). So basically, the entire menu is created with SCREEN DIALOG IMAGES, and BUTTON DIALOGS. I don't take advantage of creating any type of "loop" system, as it's just an annoyance to govern that at the moment, and I find it easier to call, or disable/enable trigger, depending on values of cursor location (i.e. the RIGHT FACING arrow).

    So back to 'HOW I DID IT' - Basically, Screen images govern all the icons/images/etc and each are assigned a unique value. Based on parameters such as; WHAT CHARACTERS IN MY PARTY, THEIR LVL, THEIR XP, THEIR HP, MANA/ETC, the UI is created. Such as; WHAT CHARS ARE IN MY PARTY (ARRAY) (1) = 0, THAT MEANS CHAR # 1 IS NOT IN MY PARTY, if WHAT CHARS ARE IN MY PARTY (ARRAY) (1)=1, then CHAR # 1 is IN the party/etc/etc. So, the menu is designed around this type of logic.

    The battle system, well thats real simple (just boss bar labels atm - I currently am developing a custom 'boss bar' that will implement the same type of UI featured in the 'MAIN MENU' system).

    Anyways, this thread was created to simply hear some reaction from the community, showcase some of my talent (maybe another project could entice me to work for them (FOR FREE OF COURSE), maybe inspire map editors, showcase SC 2 possibilities, and to see if anyone would also like to help me with this project/offer some more efficient solutions to my implementations.

    THE PROJECT SOURCE IS OPEN TO ALL AND AVAILABLE UPON A SIMPLE PERSONAL MESSAGE.

    Thanks for reading this erratic/somewhat logical post (I've had about 6 Sierra Nevada's, YUP).

    CHEERS

    Posted in: Project Workplace
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