Yes, splitting up boxes into panes with simple lines could look and work nicely. Having those thick box borders everywhere doesn't look all that great.
I was thinking that the left and top equip menu could be made to look identical to the status menu.
But people will be able to change visual details like that easily. And we could provide multiple pre-made layouts to choose between, so if you want to create some alternative layouts you can (although it would be best to contribute them later, when you can set all the correct lookups and text embed codes yourself).
Check that your collection still looks good when increase the game resolution.
Don't bother with lookup codes. Yes, special lookup codes == special slice lookup codes. If they are available, they're selected by hitting Enter on the Lookup:... line.
We'll set those buttons to invisible if they're no relevant rather than use Select slices.Is it okay just to create a select slice which extends off-screen, and then how will you guys handle that?
Wow! You mean just like clicking and dragging an icon or file on a PC? I've never heard of that happening.(such as when the button is pressed, the graphic appears to be dragged by the cursor)
Well the Slices Tutorial is the best we have. It isn't really a tutorial. At least, not like the HOWTO is. And I think it just doesn't explain enough. In particular, a proper tutorial would walk you through using the slice collection editor, since that's the best way to learn about slices.Is there any in-depth-ish guide to slices?
I think a tutorial on the slice editor would be a great contribution. How could you tie it into the existing one?
BMR's tutorial is the other one, linked from that article. He made a good start, but unfortunately the tutorial stops before covering much.
I agree that a lot of triggers like NPC move scripts would be a mess without fibres, but I think something like a click-trigger is very similar to a menu item script trigger, so is fine to add now. The bigger problem is deciding how clickable slices should to work: I still can't decide!Bob the Hamster wrote:I do think it would probably be a good idea to have fibres working before adding a lot of new script triggers, but yes, you are right, no strict dependency there.
Also, I want to wait until we have GC before added a way to get a handle for a fibre, but aside from that script fibres could easily have been implemented 15 years ago on DOS! Putting it off was a big mistake... but I'm still putting it off!