[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [Help-liquidwar6] About rules.xml
From: |
Kasper Hviid |
Subject: |
Re: [Help-liquidwar6] About rules.xml |
Date: |
Mon, 19 Jan 2009 18:13:52 +0100 |
2009/1/19 Christian Mauduit <address@hidden>:
> On Sat, January 17, 2009 11:49 am, Kasper Hviid wrote:
>> I found the menu system easy to use, but it was a bit confusing that
>> the menus all looked the same. I think there should be something that
>> at least made the main menu stand out visually. I could create some
> At some time, I was thinking of implementing breadcrumbs, that is, area
> that would display, like on a web page:
> "Root menu > Map Menu > Extra > Foo dir > Bar map"
> Additionnally, an explicit "back" button would be somewhat usefull too, it
> happens the "right-click = cancel" binding isn't intuitive after all and,
> besides, it poses a problem to make the game playable on a device which
> does not have "right-click", a touch-screen being a good example of such a
> device.
I haven't seen breadcrumbs used in a program, except Adobe Bridge. It
would be quite useful when navigating the extra-maps subfolders.
It would also be possible to let all the navigation be based on the
breadcrumbs, like this:
http://img244.imageshack.us/img244/2094/breadcrumbsjw7.jpg
I think I have been using the escape key to step backward, so a back
button might be a good idea.
>> illustrations for the menu background (texture.jpeg +
>> texture-alpha.jpeg). But now, the levels takes ½ sec to load in the
>> level submenu -- if illustrations would slow down the menu/submenus,
>> it wouldn't exactly improve the game.
> I don't get it.
Sorry, I'll try again:
My idea was some pictogram-like illustrations (such as toothed wheels
for the options menu) to give the player some landmarks in the menu
structure. I considered some simple pencil drawings.
Technically, if the menus should have illustrations, it would probably
be smartest to re-use the same code which is used to display the maps,
which would mean that I would have to create a texture.jpeg and a
texture-alpha.jpeg for each menu illustration.
However, when I am in the 'Choose map' submenu, it takes about ½
second to change from one map to the next. If it likewise would take ½
second to go to navigate between submenus, because they had to load a
fancy illustration, it would be uncool.
Anyways, I'm currently working at my very first map with layers. I
think layer gives a good illusion of a 3rd dimension. So far, the map
looks like this:
http://img166.imageshack.us/img166/9657/mux2color1mp3.jpg
- Kasper
- [Help-liquidwar6] Release 0.0.6beta, Christian Mauduit, 2009/01/10
- Re: [Help-liquidwar6] Release 0.0.6beta, Kasper Hviid, 2009/01/11
- Re: [Help-liquidwar6] Release 0.0.6beta, Christian Mauduit, 2009/01/12
- Re: [Help-liquidwar6] Release 0.0.6beta, Kasper Hviid, 2009/01/12
- Re: [Help-liquidwar6] Release 0.0.6beta, Christian Mauduit, 2009/01/13
- Re: [Help-liquidwar6] Release 0.0.6beta, Kasper Hviid, 2009/01/14
- [Help-liquidwar6] About rules.xml, Christian Mauduit, 2009/01/15
- Re: [Help-liquidwar6] About rules.xml, Kasper Hviid, 2009/01/17
- Re: [Help-liquidwar6] About rules.xml, Christian Mauduit, 2009/01/19
- Re: [Help-liquidwar6] About rules.xml,
Kasper Hviid <=
- Re: [Help-liquidwar6] About rules.xml, Christian Mauduit, 2009/01/20
- Re: [Help-liquidwar6] About rules.xml, Kasper Hviid, 2009/01/26
- Re: [Help-liquidwar6] About rules.xml, Christian Mauduit, 2009/01/27
- Re: [Help-liquidwar6] About rules.xml, Kasper Hviid, 2009/01/27
- Re: [Help-liquidwar6] About rules.xml, Christian Mauduit, 2009/01/28
- Re: [Help-liquidwar6] About rules.xml, Kasper Hviid, 2009/01/29
- [Help-liquidwar6] unsubscribe, Andrew Saunders, 2009/01/29