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Cursor graphics #702

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ohrrpgce-bugbot opened this issue Jan 2, 2009 · 0 comments
Open

Cursor graphics #702

ohrrpgce-bugbot opened this issue Jan 2, 2009 · 0 comments
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graphics menus In-game menus, user-defineable or builtin. "editor UI" is for editor menus new feature Something new that we would like to add

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@ohrrpgce-bugbot
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[bz#702]

Any chance that in the future, instead of having blinking text, we could use walkabout sprite graphics for menu cursors?

I've just been thinking over old RPGs, such as Dragon Warrior, Final Fantasy, Chrono Trigger and the Lufia games, and all of them had cursor graphics to the left of menu items (be it a blinking arrow, a hand, or a spinning crystal), and I think it might be pretty cool to add this into the OHR.

I guess on the 'Edit Menu Cursor' menu, there should be:

* Use Custom Menu Cursor: (yes/no) +---------------+
* Menu Cursor Picture: (graphic number | -Test Menu- |
* Menu Cursor Palette: (palette number | Sample |
* Menu Cursor X Position: (X) |* Example |
* Menu Cursor Y Position: (Y) | Disabled |
* Define Menu Cursor Animation +---------------+

The '*' is the cursor graphic (which by default wouldn't appear); '-Test Menu-' is Disabled text like 'Disabled'. And yes, I kicked up CUSTOM to take its Edit UI Colors example menu and use it here. :)

By default, a 'Use Custom Menu Cursor' option would be set to 'No', causing it to use blinking text instead. If set to 'Yes', however, the 20x20 walkabout graphic chosen for the cursor would be positioned to the left of the currently-selected menu text.

'Edit Menu Cursor Animation' would take you to an editor where you could edit how the cursor animated. I think something like in the Define Tile Animation menu would work -- only it'd be more like 'Show first/second/third/fourth/fifth/sixth/seventh/eighth frame' instead of the 'up/down/left/right (x) Tiles'.

Since it'd be a 20x20 graphic (so that you could have a pointing hand or whatever, and wouldn't have to make it ridiculously tiny), you could draw the cursor wherever you wanted to on the 20x20 block, and then reposition it with the 'Menu Cursor X/Y' options.

Alternately, I suppose you COULD set a separate block of sprites aside for making menu cursors with (possibly even having them 16x16 so that they're simply double the size of the text), but I think that using Walkabout sprites would be more convenient, maybe.

Anyway -- thoughts? :)

From: Kizul Emeraldfire <KizulEmeraldfire>
Operating system: Windows XP
Severity: feature request

@ohrrpgce-bugbot ohrrpgce-bugbot added the new feature Something new that we would like to add label Mar 14, 2020
@rversteegen rversteegen added the menus In-game menus, user-defineable or builtin. "editor UI" is for editor menus label Aug 22, 2020
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Labels
graphics menus In-game menus, user-defineable or builtin. "editor UI" is for editor menus new feature Something new that we would like to add
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