Closed holke closed 4 years ago
By the way. Now that the buttons are animated, it kind of fells like they also should make sounds when selected. A kind of brief blubb.
Another issue: When the game ends and we are in a menu but still see the player on the map, controlling the menu with the arrow keys also controls the player. This will probably change when the player is displayed on the canvas anyway?
Another issue: When the game ends and we are in a menu but still see the player on the map, controlling the menu with the arrow keys also controls the player. This will probably change when the player is displayed on the canvas anyway?
Yes, the player is not allowed to move anymore.
Had a first look at it and I like it!!! First issue: If I use the arrow keys, this not always changes the button, e.g. if I do it very quickly.
That was intended. There is a cool down time in between choosing the buttons, so that it is not instantly. We can reduce this time if you think it is too long.
Solved the issue with pausing the game. The buttons now also work in Pause mode.
With your new-found animation wisdom: Can you make the player house in levelgethome/leveldemo or the supermarkets/hospital wobble a little initially so that they can be easily found on the screen?
Of course I can :-) Will make a new issue for this.
Of course I can :-) Will make a new issue for this.
I love it already. IMHO this should only be animated briefly at the beginning of the level. So it catches your eye.
Having lots of ideas already... See #150 for the issue.
All Scenes now have the new buttons.
Integrated the new scenes.
A button for the control menu is still todo.
Added the new help screen.
This is now ready for review.
I know its annoying: But its important to check that every button does what its supposed to do.
Ok, now that we can control everything with the keyboard it feels really weird that the sliders for the sandbox mode have to be controlled with the mouse... I think i have to do somethng about that...
Hi, you already now that I like these animation :-) It is really cool and it's great that don't need the mouse.
The time it takes before I can move from on button to the next is too long for me. I now it is intended but it feels like it is not working properly - and this is not what we want. So maybe make it shorter.
In Main Menu: Make sure that all button have same y-distance from each other.
Probably the youvsvirus-text should be same y-height as Controls-Button
Emojis in ExplainScreenCampaing should also have same distance from each other as should the lines of texts next to emojis. Rather a little more distance than there is at the moment. And for this maby set the white text a little higher.
The sliders in Explort at least for number of people do not work anymore. I am not 100% sure they worked before. But now 100%that they are not
Maybe we should have two button now at the end of sanbox: Main Menu and Retry. Retry would go directly to the sliders
Main Menu Button in levelcollectmasks not working correctly
I think all the other buttons are working properly
Unintentionally closed the PR instead of removing a comment from me. sorry.
Thanks for the feedback, i will have a look at it.
Fixed the menu button in gethome.
Changed the speed of keyboard input. If i make it even faster, i often jump 2 buttons with 1 press which i don't like. So this is i think the fastest possible.
I am marking your comments with 👍 if i resolved them, mostly just for me to keep the an overview.
yes the sliders do not work anymore. I know why and will fix this.
Sliders are working now and the buttons Are aligned. I think this is finally done.
Changed the main menu screen text and button alignemned @holke: feedback if you are not satisfied
Contine of levelgethome goes to endscreen sandbox
the contiune which should lead to leveldisco goes to screen titled "End of mask". This really seems to be mixed up.
can be merged
Currently in the process of merging master into this branch. Some things stopped working (like the smiley status on the canvas when the game is lost). Need to look deeper into this.
Ok, made a stupid mistake. Will have to merge again.
This is still work in progress, but i want you to have a look at this.
Complete redesign of our way to handle buttons.
Please have a look and tell me: Do you like the way this works with the keyboard and mouse input?
If you want to change how the buttons are animated, we are free to do nearly everything. The current way was just how i thought would look and feel good.
Also, please try to use the prefab by making a Menu with buttons (for example in the supermarket level the success canvas). You need to:
If you need an action for a button that is not implemented, feel free to add it to the ClickAction script. But why are all actions in one file, i hear you asking? Well, let me walk you through the process of changing the function that is called when the button is clicked and then you may see that it is best not to change it (though you can if you need to):
See, thats tedious ;)
Open Issue:
If we pause the game, the buttons dont work. DANG! This is due to the animations stopping when the game is paused. We need a way to continue the animations.
By the way: This is also linked to #87 since i found out that you can Implement a LoadNextLevel functionality. It requires the levels in the Build Settings to be in the correct order. Thus, when we use these buttons all over the game, we will need to change the order appropriately.