02-11-2012, 12:56 PM
Spent more time working on my menu-related stuff, but most of it is either systematic gibberish or an alteration to certain draw_<things> functions. Actually, alot of the draw_ methods are being moved to the Bitmap class so they can be used independently between windows and sprites. Yadda yadda, generic information, here's a screenshot :D
I wanted to use Seph's scroll states so bad so I altered it to fit my menu and realized I don't like it, so now I'm doing a new script to display states. Simply, it is a sprite that will display the state icon and name, and cycle through each actor's state every X frames. There is a mock example of it in that screenshot up there, and here is the WIP code for it (yes, WIP, not finished, don't use yet lol.)
Trickster's animated gradient bars has been slightly reformulated and cleaned up, I even drew new bars, backgrounds and borders. I'm pretty sure that its 'final' at this point, I'll have to get around to posting a topic and a demo for it sometime tomorrow.
I guess while we're at it, I'm starting an actor inventory system, and yes that code is still very WIP too. I guess I am going to go with some form of my limited carry / inventory cache concept after all! I still have to plan out the user interface and get working on that because I have no idea what the new "Scene_Item" is going to be like yet.
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I wanted to use Seph's scroll states so bad so I altered it to fit my menu and realized I don't like it, so now I'm doing a new script to display states. Simply, it is a sprite that will display the state icon and name, and cycle through each actor's state every X frames. There is a mock example of it in that screenshot up there, and here is the WIP code for it (yes, WIP, not finished, don't use yet lol.)
Trickster's animated gradient bars has been slightly reformulated and cleaned up, I even drew new bars, backgrounds and borders. I'm pretty sure that its 'final' at this point, I'll have to get around to posting a topic and a demo for it sometime tomorrow.
I guess while we're at it, I'm starting an actor inventory system, and yes that code is still very WIP too. I guess I am going to go with some form of my limited carry / inventory cache concept after all! I still have to plan out the user interface and get working on that because I have no idea what the new "Scene_Item" is going to be like yet.