Dialog updates, scaling trouble, and starting menus
After a bunch of struggling with resolution (I still need to nail down exactly how the Pixel Perfect Camera is going to scale itself, which seems like it's going to be a struggle), I got everything at least looking different at 1x scale. I hadn't realized I'd been setting the dialog sprites at 0.5x, and then I forgot and wasted a bit of time trying to figure out why the new one didn't look like the old ones despite using the same 9-patch asset. Ugh.
I do think it's looking OK, though.
I've been playing with controller input as well. I did not realize the XBox controller reversed the A/B and X/Y positions compared the SNES controller... I guess that speaks to how out of touch I am with consoles. Unity solves that by referring to them as north, south, east, and west, which I think is an interesting way of addressing it. Though this makes me think about how I'm going to go about letting users set their controls, which... eh. Not really looking forward to that.
For now, though, I'm on menus. Dialog boxes are easy enough, just text with a few caveats. But now it's about getting selectable options in and wiring up arbitrary behaviors in response to selections. Expecting this to take a little while.
Also, at the moment, I'm generating the map tile references the client uses to pick sprites and just sticking them in a directory the client and server can both access. Obviously not going to fly. So, to give myself a server-side task to work on, I'm going to get hash checks and updated file send in place, so I can completely do away with the shared folder. Shouldn't be a very big deal, but it'll feel good.
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
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