Author Topic: Text Aliases  (Read 1188 times)

fosamax

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Text Aliases
« on: May 05, 2015, 04:40:34 pm »
Could you add text aliases for better handling specific OSes

Currently on GCW zero, face buttons on the console are internally refered as keyboard strokes :  left cont/left alt/left shif/space/return/left/right/up/down

I would like those to be displayed as button A/button B/button X/button Y/button Start/Left/Right/Up/Down on the Option Menu.
Maybe we could have a per OS file that could convert the on screen aliases without messing with the internal code ?

Also, it could be great to have something similar in dialog boxes :

-- Dialogue avec la femme au chignon
dialog{
  id = "outside_world.village.chignon_woman",
  skip = "all",
  text = [[
Quand l'icône bleue
apparaît, elle indique
ce que tu peux faire en
appuyant sur la touche
Action (espace).
Selon ce que tu es en
train d'examiner, tu
peux faire différentes
actions comme regarder,
parler avec quelqu'un,
lire une pancarte,
soulever un vase...
Observe bien l'icône
bleue pour savoir quand
tu peux interagir avec
ton environnement !
]]
}

Could be replaced by :

-- Dialogue avec la femme au chignon
dialog{
  id = "outside_world.village.chignon_woman",
  skip = "all",
  text = [[
Quand l'icône bleue
apparaît, elle indique
ce que tu peux faire en
appuyant sur la touche
&[Alias:action].
Selon ce que tu es en
train d'examiner, tu
peux faire différentes
actions comme regarder,
parler avec quelqu'un,
lire une pancarte,
soulever un vase...
Observe bien l'icône
bleue pour savoir quand
tu peux interagir avec
ton environnement !
]]
}

where &[Alias:action] would be replaced with the matching alias on runtime.


What do you think about it ?

Christopho

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Re: Text Aliases
« Reply #1 on: May 05, 2015, 06:14:09 pm »
This is a good idea for a future game, but I won't add this to ZSDX or ZSXD (they were released in 2011).
On the engine side, there is nothing to change, all can be scripted on the quest side.

fosamax

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Re: Text Aliases
« Reply #2 on: May 05, 2015, 06:29:20 pm »
Thanks for the answer.

You're right that there is not very much text that require aliases in ZSDX and ZSXD so it may be easier to alter text on the packages used by GCW zero port (and maybe remove the option screen). I guess that we should also edit sprites for hud to match GCW default mapping.

I hope that Shin-nil could port it so we can see if there's a increase in performance (we used to suffer from cuts in music when switching maps and there was also a strange bug with text being randomly messed up since SDL2/lua JIT port).

BTW, great job on the editor side !