Significantly improved dialog display and input delegation
Something fairly substantial on the client side this time, though it might not look that way. :)
Two important things are now happening. First, dialog has pagination! I started off with text that was too long to show in one box, since the worst case scenario is usually the best place to begin. That's handled now.
More importantly, though, there's now a stack of input targets. So if you're the top menu (or whatever, provided you implement the right interface), you'll get input only when you should. So in this gif, even though you can't see it, I'm button-mashing while the dialog is up but my poor sorceress just isn't going anywhere, since she's not at the top of the input stack.
I'm also really fond of the little bouncy triangle.
Vigilant Carnival
A WIP FFVI-like multiplayer-capable RPG (probably starting out as a roguelike/generic dungeon crawler).
Status | Prototype |
Author | internationalfish |
Genre | Role Playing |
Tags | 2D, clojure, Unity |
More posts
- Jumping back in with server-side improvements, and battle updates to comeOct 21, 2020
- Reimplementation of client has (already) startedApr 23, 2020
- Working ATB-sensitive active unit switching in battleApr 20, 2020
- The first UI indications of working server-side ATB timingApr 17, 2020
- SNES FF-style battle UI startedApr 10, 2020
- Menu refactoring and map reformattingApr 04, 2020
- Dynamic menu generation from JSON in C#!Mar 30, 2020
- Upgrades. Meh.Mar 19, 2020
- First menu action!Mar 16, 2020
- Dialog updates, scaling trouble, and starting menusMar 16, 2020
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