VampiDucki wrote:... Also, make sure each of their contents displays by separate scripts. By doing this, you can manipulate the location of them at any time and redisplay their contents with an easy 'run script by id(number)'. It might also help to assign that number to a global variable so you can call them by a name instead of having to remember the number all the time.
"run script by id"? Are you using that for callbacks? Or for some other purpose?
VampiDucki wrote:
Also, that 'Edit Screen Layouts' feature may not be fully functional yet, but it sure as heck helps when planning how to code flashy menus and where to place all the pieces. USE IT! It will be your best friend while making custom menus, battle systems, etc.
Cool! I am glad to hear that. Although I plan to remove it from the menu for the Ypsiliform release (because it isn't done) maybe I will keep it accessible via a shortcut key for that purpose.
VampiDucki wrote:
3) As for suggestions, I only have a few. The way slices actually work is extremely efficient in my opinion. The only thing that would make it easier for me would be to have some larger graphics to work with as slices. HOWEVER, this really isn't a huge issue in my opinion and could really be updated at a later time. I did just fine by piecing together the 80 x 80 enemy sprites and it only killed me a little on the inside. Don't worry, James. I can walk it off.
Hehe :)
I don't know if you already did it or not, but piecing together multiple 80x80 sprites is less painful if you make them children of a container slice, since you only have to position them once.
In the long term, the <a href="
http://gilgamesh.hamsterrepublic.com/wi ... mits">Plan for raising sprite frame limits</a> will eventually make direct support for other sprite sizes easier.
VampiDucki wrote:
A much more useful feature, especially when it comes to the Item and Spell menus, would be the ability to get and/or set any of the item or spell data such as descriptions, costs, effects, etc. As of right now, I'm defining them in the plotscripts, and creating a way to store and check all that data is rather exhausting. It's actually taking me more time to develop an efficient way of doing that than it did to get the menu to where it is now. (I believe this one is already listed as a feature request.) And a get and set on Heroes' portrait graphics would be great as well.
I'll be working on the item and attack commands. Party what is holding that back is the need for more code cleanup, but also partly what is holding it back is the desire for a way to make the scripting interface easy to keep backwards compatible when we add/change features.
For example, we have commands to read and write enemy formation data, but unfortunately the way those are implemented will become pretty awkward next time I make upgrades to the way enemy formation data is stored.
VampiDucki wrote:
Another useful feature would be the ability, in Custom, to select a script to be run instead of opening the main menu when you hit the ESC key. Otherwise you kind of have to do some unnecessary plotscripting to "deactivate" it.
Ah, yes. That would definitely be good.
Oh, and that OHR logo looks awesome :)