In-map GUI question, what would you want it to do?

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Engr. Adiktuzmiko

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I can't do minimap, the guidelines are out of scope coz it's more of just a visual thing...


but the name thing... gives me an idea about something... but then again, that will be specific to the game though I can provide a template for that...
 

C-C-C-Cashmere (old)

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I think I kind of get the idea. Perhaps an area for the icons of key items? It would be nice to have an area that displays what hotkeys activate which key items, i.e. a hookshot with a little "A" button next to it to indicate that "A" activates the hotkey. And perhaps when you press "A", the key visibly pushes down and the hookshot is used. Maybe in the menu you can assign hotkeys to various items manually? It would actually prove very useful if used in this instance.


Here is an example:





Different numbers/keys can activate different items, and you can choose which items appear in this GUI via the (ESCAPE) menu. Perhaps next to this you can have little hotkeys indicating different menus, i.e. "I" for item, "E" for equip, etc. The possibilities are endless.


That's if this is what you were explaining.
 

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Something like that, but like I said, as of now, without the hotkey themselves... but the possibility is there, as the script will mainly be a developer tool... it won't even involve a default way of activating the "buttons"
 
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C-C-C-Cashmere (old)

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Ok. But without a hotkey, how would they access the item? Is it simply a GUI to display that the item exists? Because then I'm not sure it would be a very useful GUI.

Here's a couple more I could think of:

  • Map name
  • Number of each item (important items, e.g. health potion, mana potion)
  • Equipment of a player (icons next to Head, Body, Right Hand etc)
  • Time expired
But you don't want to overload the player with information.
 

Engr. Adiktuzmiko

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The original plan is to give an example of doing it via somehow the same way as you do with the menu, but instead of arrow keys (since you use it for movement), you probably will use the XYZ buttons (default binding: ASD buttons on the keyboard)


The script itself won't come with a method to activate anything you add to the interface, but instead I'll just add samples.


So in the end, yeah the question in hand on the first post is really worthless... XD...


PS: Since it doesn't have default handlers for how to activate things, it might be usable for easier mouse-click-handled menus or something since it's not really tied to the map anyways, the way I'm using it...
 
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