Deconstructing the interface mechanics
Posted: Thu Jun 21, 2012 9:58 pm
I've been looking at the code for the interface elements such as the runes, weapon attack icons, attack option menus and portrait/hands areas.
While I don't yet fully understand it all, I think I can see more or less how to radically change the interface and even the game mechanics by modifying these functions.
Some questions:
While I don't yet fully understand it all, I think I can see more or less how to radically change the interface and even the game mechanics by modifying these functions.
Some questions:
- Is it possible to change the runes panel to have all 24 runes displayed at once, with the corresponding 24 click zones? And therefore for the runes to be clicked in any order? (I can't quite work out the loops in the runes code, one loop is for 8 turns which doesn't seem to correspond with anything in the interface?)
- Most of the elements seem to clear their bitmap area to black first. If I remove that, can I put fully transparent images in here, or do things always need to clear to a solid bitmap/colour?
- Is it possible to create arbitrary new controls anywhere on the interface using new custom clickzones?
- Are there exposed functions for changing the way the hands/portraits/stamina bars are handled? There is space available in the interface to enlarge these...
- Are there exposed functions that I can use for rendering one bitmap over a semi-transparent second bitmap? (like how you do the colouring of the new guy icons overlay for the party order).
- Is there an exposed function for scaling bitmaps?