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Thursday, January 2, 2020

v1.21 released

Changelog :
v1.21
- Enabled the user to customize the interface! Instructions given in README.txt and Resources/Interface. Only buttons and the background can be changed at the moment.
- Added a game.json file to configure the game's settings (currently just interface settings). See README.txt for more info.
- Enabled Competitor missions in scenarios. Just put a character's name in the goal field (this implies that a previous mission was made impossible and the player should capture the resulting competitor)

Download : https://mega.nz/#!puZDBKTC!5xneEfPjG6MC4S279vsDFVRQrNIfQ1Pirv5sw3OvLG8

2 comments:

  1. Some feature requests:

    You might have seen my last comment and the showcase but they need some modifications in game to be possible.

    There is currently just a tint over the button.png and a hover over effect, it would be great to have both as separate buttons so you can change the button to something different when hovering over it.

    It would be great if there would be an option to shuffle around the interface objects like Money/Time and Buttons. As far as I know you can put the coordinates for them in the game.json to make the game use them.

    Let the font be changeable, I don't know if the game uses Fonts from the Windows Font Folder or something internal but I have a selection of very good Fonts that are eager to be used.

    And at last a feature Question:

    Can the names of the girls be change into a png? The buildings have buttons but I don't know if they can be changed
    Here, something like that: https://imgur.com/a/dNfsIK3

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  2. Hover and non-Hover images for buttons is doable.

    Shuffling around interface elements is a bit different. Doable to an extent, but to keep the interface scalable, the elements use "anchors" which are given in percentages of the screen or parent element (like Top-Left : (0.72, 0), Bottom-Right : (0.95, 1)). The "parent element" makes this trickier as positioning is done relative to them, and often there is code tied to them so they appear and disappear at the right times meaning elements still need to be grouped the same way. Removing parents or placing elements in different parents could make some code stop functioning properly.

    I think the most I could reasonably do there is making groups of buttons movable and/or resizable. More than that will require scripting for anything significantly different, or another piece of software altogether to design the look. Maybe it could use HTML to define the layout? It'd be a lot more work if possible in Unity, on both the user and dev...

    I've not worked with fonts in Unity. Will look into that. Unity itself only includes "Arial" font by default.

    As for the feature request : yeah, I could turn them into PNGs. There could be an "icon" image type and the buttons could use that per character. The building buttons required a little more thought since they are generated from moddable files, not static assets. The building buttons will be customizable in a future update.


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