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Re: started implementation of talk window

Posted: Sun Oct 22, 2017 2:47 pm
by Nystul
yeah would be fine as well. whatever you like most. just need the info where npcs are located, don't care to much how it can be queried ;)

Re: started implementation of talk window

Posted: Mon Oct 23, 2017 9:47 am
by Nystul
Interkarma wrote: And do you also need directional information to the NPC - be they static or injected using "place npc"?
don't understand what you mean by directional information. Do you mean direction hints (these I can compute myself and I already know how to do it)

What would be handy would be to have region, city and building where npc is in ;)
or in case of dungeon: region and dungeon name (but we might not need the dungeon info - not sure about this yet)

Re: started implementation of talk window

Posted: Mon Oct 23, 2017 10:54 am
by Interkarma
Nystul wrote: What would be handy would be to have region, city and building where npc is in ;)
or in case of dungeon: region and dungeon name (but we might not need the dungeon info - not sure about this yet)
Yep, that's all I meant. Sorry for being unclear. :)

Re: started implementation of talk window

Posted: Wed Oct 25, 2017 2:49 pm
by Nystul
I am planning to issue a pull-request very soon. Person topics will not be in/working but I want to merge back my work of the past weeks. Especially since I would like to make some changes to BaseScreenComponent.cs next but since this class is used by all other ui elements I want to have the previous changes merged into master first (in case the changes to BaseScreenComponent don't work out as planned).

reason why I want to touch BaseScreenComponent is that I would like to use backgroundcolor together with textlabels and restricted render area. Restricted render area is a text label only extension which is working fine for textlabel but not for background which is handled in parent class (BaseScreenComponent). So I will have to introduce it there as well (only optional, default would be current behaviour).

Re: started implementation of talk window

Posted: Thu Oct 26, 2017 3:50 am
by Interkarma
That's completely OK. I trust you to work it out, and we can always fix it if things go wrong. :)

I've merged your most recent PR and will work through testing as I can. Excellent work as always, looking forward to getting stuck into it.

Will also get back to the NPC information discussed above shortly.

Re: started implementation of talk window

Posted: Thu Oct 26, 2017 11:58 am
by Nystul
made changes to BaseScreenComponent class: now background works together with TextLabel and restricted render area and TextScale property:

How do you like the background for the questions and answers? (btw. the dot in a single line needs to be fixed, just kind of low priority for now)

Image

Re: started implementation of talk window

Posted: Thu Oct 26, 2017 12:42 pm
by Al-Khwarizmi
I personally prefer the classic behavior where there was a common background, and questions and answers were distinguished by foreground color, IIRC. A matter of taste I guess, though.

Re: started implementation of talk window

Posted: Thu Oct 26, 2017 1:10 pm
by CM August
I'm more a fan of classic also, but it's very cool to witness how flexible this interface can be. :)

Re: started implementation of talk window

Posted: Thu Oct 26, 2017 1:14 pm
by MrDowntempo
I like the different foreground colors, and the SMS style indentation, but I don't like how each message has it's own tightly cropped background. I'd prefer getting rid of their own background colors but keeping all the other changes you've implemented.

Re: started implementation of talk window

Posted: Thu Oct 26, 2017 1:21 pm
by Nystul
classic style is default anyway - this is just modern style which is optional ;)