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Spellbar UI [Work in Progress]


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#1
FollowTheGourd

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Update July 31: I guess I have the habit of announcing things too early, but I thought some of my findings would be of interest. Mainly I still have finish working around some game limitations before I can release this, and I just need to find the time to bunker down and focus on it. If I'm quiet about it, it's not because I've abandoned it, but because I suck at PR.

Here's something I'm working on which is getting there as you can see. It's a spellbar reminiscent of other games that had more convenient ways of casting spells. And here's my obligatory youtube link.

I'm thinking of ways to make it more convenient, like settings so it would unhide during combat, and a few other things. Besides a bunch of other stuff, you'll notice I still need to sort the spell chains so they appear in the same order as the abilities page.

This mod wouldn't be without its compromises either, since it needs to steal some quickslots in order for the game engine to notify me whether the spell is enabled or not. Annoyingly if it weren't for that, then I wouldn't have needed to bother with quickslots. But it's really not too bad and I think the trade-off worth it. There are 50 slots anyway, some of which you wouldn't have been able to even see unless you had a wider display.

Modifié par FollowTheGourd, 31 juillet 2010 - 05:10 .


#2
Hel

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That looks mighty handy, not to mention impressive, FollowTheGourd.

*Subscribes to the topic*  ;)

Modifié par Helekanalaith, 09 mai 2010 - 10:17 .


#3
Quicksilverk

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Looks like it will be another mighty mod! Looking forward to it!

#4
Challseus

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Looks good indeed!

#5
dr dANGER boy

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Looks good so far. What I would really like to see is extra hotkeys available such as using ALT, CTRL, SHIFT, and combinations of them with the numbers 1-0 to make a lot more spells available for use quickly.

#6
TimelordDC

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Great looking mod, indeed. Will you be integrating this with the rest of your UI enhancements?

#7
FollowTheGourd

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Yep, I'll probably have to make two versions like for that Codex ToC one.

As far as extra hotkeys go, I think we're limited by the engine there... you can read whatever keystrokes while the mouse cursor is over a UI element (key class/listener in Flash), but pressing 0-9 with the mouse cursor anywhere on the screen is handled differently and I'm not aware of any way I could extend that without interfering with selecting other things in the game. Of course you never know, though - I'd have to check again, but I don't *think* things like Key.isDown, getCode, or addListener (or whatever it would take) updated properly if you weren't focused on the UI.

Modifié par FollowTheGourd, 10 mai 2010 - 01:09 .


#8
dr dANGER boy

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Well, it was worth asking.



But good job on the UI so far...thumbs up from me. Looking forward to a release!

#9
Funkjoker

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What's the status of the project?

#10
FollowTheGourd

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Still alive. I haven't been focusing much on it this month, but I intend to get back to it soon.

#11
mikemike37

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watching this with great interest. good to hear its not dropped off. :)

#12
ladydesire

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Cool; is there any way I could bribe you into looking into the feasibility of expanding the number of displayed Specializations in the Character Sheet, if Bioware didn't give us more than 8 slots?

#13
FollowTheGourd

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ladydesire wrote...

Cool; is there any way I could bribe you into looking into the feasibility of expanding the number of displayed Specializations in the Character Sheet, if Bioware didn't give us more than 8 slots?

I'll add it to the queue of things I keep promising to do... I accept bribes in the form of 2DAs and debug DAScripts so I don't have to create the extra specializations myself.

I know we can do it through scripts and conversations, but I guess this is more for a generic (prestige, in a sense) class pack?

Modifié par FollowTheGourd, 08 juin 2010 - 02:51 .


#14
ITSSEXYTIME

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Very cool work.

#15
Funkjoker

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Status?

#16
ladydesire

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FollowTheGourd wrote...

ladydesire wrote...

Cool; is there any way I could bribe you into looking into the feasibility of expanding the number of displayed Specializations in the Character Sheet, if Bioware didn't give us more than 8 slots?

I'll add it to the queue of things I keep promising to do... I accept bribes in the form of 2DAs and debug DAScripts so I don't have to create the extra specializations myself.

I know we can do it through scripts and conversations, but I guess this is more for a generic (prestige, in a sense) class pack?


Something like that, but I'll help with the dirty work; check your Group for my post. :P

#17
Mordaedil

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Interesting. The best feature of Obsidian's NWN2 and implementing it in Dragon Age? Very cool indeed.

#18
FollowTheGourd

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Jean-Funk Van Damme wrote...

Status?


Sorry, nothing much new to report right now.