[Ohrrpgce] [Bug 702] New: Cursor graphics

bugzilla-daemon at karnov.dreamhost.com bugzilla-daemon at karnov.dreamhost.com
Sat Jan 3 03:56:34 PST 2009


http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=702

           Summary: Cursor graphics
           Product: OHRRPGCE
           Version: unknown
          Platform: PC
        OS/Version: Windows XP
            Status: NEW
          Severity: feature request
          Priority: P3
         Component: General (game+custom)
        AssignedTo: ohrrpgce at lists.motherhamster.org
        ReportedBy: KizulEmeraldfire at gmail.com


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? :)

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