New marker suggestions

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Motto73
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New marker suggestions

Postby Motto73 » Wed Jan 11, 2017 12:53 pm

Hi all!

I am gonna suggest here two new markers that would awesomely enchant the gameplay and map-making:

1. OnClickTrigger

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Suggestions on how the OnClickTrigger could look like in editor

Basically this trigger could work like the ActivateTrigger, but instead of tracking the player it wouldlisten the mouse input. When the mouse is on this trigger, the Highlight Object would be highlighted.

Properties:
Image
Code tree:
Image

2. Camera

Image
Examples of CameraMarker in editor

A whole new camera system, based on CameraMarkers.

Properties:
Image

Code tree:
Image

How would it work then?

The camera component could be sized with the scale of one world unit (commonly pixels) simply by dragging it like AreaTrigger or any other sizeable tile, but smaller units.
Examples:
Image
World-unit based camera in the editor. Note that the marker symbol stays in the uper left corner.
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Scaling based on the normal 8-pixel tiles

Some items defined by the IObjectCameraMarker:

Code: Select all

/// <summary>
/// The users who will see the rendering of this camera. Default everyone.
/// </summary>
IUser[] Spectators [get, set]

/// <summary>
/// The size of the area that the camera renders. Scales with one world unit.
/// </summary>
Point Size;   [get, set]

/// <summary>
/// Is the camera rendering actively?
/// </summary>
Bool IsActive; [get] [Maybe also set] (if not then Activate())

/// <summary>
/// The objects to follow if camera is set dynamic. Default every player.
/// </summary>
BaseObject[] ObjectsToFollow; [get, set]
 


Some optional improvements:

Code: Select all

/// <summary>
/// On which place this camera renders on the winodw? Like, left upper quarter, right half, etc.. Can be used to render multiple cameras, like peope could have their own cameras and one big whole-map-camera on the right upper corner.
/// </summary>
Rectangle WiewportRectangle; [get, set]

//A small addition to Game namespace
/// <summary>
/// Overrides map script calls for methods like Game.SetCameraArea(). Only for extension scripts. Would prevent some Camera bugs in scripted maps.
/// </summary>
Game.OverrideCameraSettings()


Please think of these, give your own suggestions and discuss more. I really want the devs to see this.

and sorry klipr for making a new topic
Last edited by Motto73 on Thu Jan 12, 2017 7:30 am, edited 1 time in total.
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JakSparro98
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Re: New marker suggestions

Postby JakSparro98 » Wed Jan 11, 2017 4:08 pm

I really like how the camera is handled, and the possibilities with the mouse integrations for the gameplay are endless, I only think that the main gameplay idea of Gurt and Hjarpe didn't supposed to use mouse a lot(so far only the menu). But at this point, if this suggestion will be inserted in the developer's todo list (maybe as as stretch goal) could be a bigger step with the keyboard bindings or, as for the mouse, the key trigger.
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Re: New marker suggestions

Postby Duck » Wed Jan 11, 2017 10:58 pm

The main thing that would be awesome for click triggers is creating your own menus within maps and scripts.
With full control over the clicks and the camera we could do things like:
The match starts and the player sees a black screen with 6 weapon sets, then they can click on one; once everyone picks their weapons the fight starts and the round begins like a normal game.
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Motto73
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Re: New marker suggestions

Postby Motto73 » Thu Jan 12, 2017 7:29 am

Somehow I deleted some of my own text in that post, fixed
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Re: New marker suggestions

Postby Gurt » Thu Jan 19, 2017 9:21 pm

The timing is good on the camera marker suggestion as we "soon" need such triggers. We will most likely take some inspiration from the marker visuals.
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