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- May 15, 2013
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Today I implemented my Active Help System. I'm very pleased with it 
Explanation:
Explanation:
One problem with low resolution games (or big interfaces) is that there's a severe limit to the amount of information you can put on the screen. You can get around this to some degree using icons and abbreviations, as well as clever interfaces with manuals that explain these specific terms. But I wanted to keep everything in the game, so I got inspired by the help system in games like FF:Tactics and Tactics Ogre: We Cling Together, and made this.
When you hit the help button (D by default), the interface freezes and you can move your cursor to all the elements on the page, and view information about them. I'll extend this to also show weapon and armor attributes for the Heroes' inventory, but the above is a great start.
To make this work I had to create some new, namespace specific side-overwrites of the Sprite class. What I made was a "Display Object Hierarchy", where you can "put" Sprites inside Sprites, and have them be aware of their local and global coordinates. I then added an Interactive_Sprite which you can attach tooltips to, and this all automatically enables the help overlay for you.
When you hit the help button (D by default), the interface freezes and you can move your cursor to all the elements on the page, and view information about them. I'll extend this to also show weapon and armor attributes for the Heroes' inventory, but the above is a great start.
To make this work I had to create some new, namespace specific side-overwrites of the Sprite class. What I made was a "Display Object Hierarchy", where you can "put" Sprites inside Sprites, and have them be aware of their local and global coordinates. I then added an Interactive_Sprite which you can attach tooltips to, and this all automatically enables the help overlay for you.


