Re: Spira: Besaid - RPG Mode WIP
Posted: Thu Jan 10, 2008 12:41 pm
I'm not sure what you mean... I didn't even know that there was the option to modify the pause menu on-the-fly, unless I'm just overlooking something pretty fierce. If you mean the game map, on the other hand (where the objective hints go), I would still be working with unmodifiable, localized strings loaded from the core.lvl and not created in the .lua, like we were talking about earlier. And as if that weren't enough (still assuming you mean mapscreen), I would run up against the issue of not having enough space, since it's even less dynamic than the MessageText area (which at least scrolls somewhat, as opposed to just displaying the last 7-or-so lines of text).RepSharpshooter wrote:Well could you make the save feature so it's on the pause menu? I'm sure you could but you'd probably not want to as it'd require the replacing of the main lvl's. I'm sure the menu print commands are a little more convenient than the ingame ones.
I'm fairly satisfied with the save function as it is now (although this could easily be a product of having done a lot of work on it - for something I originally wasn't planning on it's taken up about 1/5th of my coding and more bugchecking than any single feature), which has been slowed down as per your request and additionally fixed so that it will not only give you one savegame every time you load the map (so no save-and-restore, save-and-restore). If there is a way to work on it, let me know, though, because otherwise I'm probably releasing this tonight.