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shirish {l Wrote}:@zabin, there is more to the game then the second cave. You need to work out the puzzle and a sound should stun you and take you a bit ahead in the game. Won't give it away because I also took some time to figure it out, you'll figure it out as well. If not PM me
Zabin {l Wrote}: I also liked the trigger puzzle you have in the caves. I made it to the second part of the cave where there is a giant rock blocking the door so I figured that was the end of what you've made so far.
Roots {l Wrote}:I recommend that if the player reaches the rocks before they collapse, a dialogue should come up between Bronnan and Kayla that makes the puzzle a little more obvious.
Zabin {l Wrote}:Like Roots said though when you get to that rock maybe another little dialogue between Bronnan and Kayla mentioning the same clue on the plaque would be a good idea.
Roots {l Wrote}:to find all the "triggers" required to set it off
Zabin {l Wrote}:I thought the ending of this release was pretty good
Bertram {l Wrote}:I, for one, love it
EDIt: Maybe a bit more vertically centered and it's perfect.
Zabin {l Wrote}:Hey Ikarus, good work adding the new text to that bottom space. The text "Select an item to Equip or Use", it's good to see the word "use" when your at that category. I know it's obvious but it's nice to see that. Good job.
Roots {l Wrote}:Feel free to work on the GUI code to add functionality that you need. I know that it's missing a fair amount of features that I would like to see it have. It's located at src/common/gui.
Roots {l Wrote}:In general, you should try to avoid using TextManager->DisplayText() because it has to re-render the text on every draw call. The reason some of the existing code does this is because it was written before we had a nicely working GUI system in place. You can either use a TextBox object, or you can create a TextImage object from the text. A TextImage is just like any other image and you can perform all the same common move/draw operations with it. The TextImage is simply an image that is created when you give it a text string that contains the rendered text (the rendering is only done once when the image is created, instead of on every draw call).
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