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Member Since 19 Oct 2007
Offline Last Active Today, 09:53 AM

Posts I've Made

In Topic: Software design patterns for UI behaviors?

07 September 2016 - 07:36 PM

I can't have a single flag. Panel A might fire his own "close" event, but the listener of that event can't simply set IsOverlayVisible to false because he needs to know which other panels are using the Overlay.


I already have events in place, but that only means that all my spaghetti is inside the Mediator (which i call Controller).


Now, if you are using observer, when a Panel A is triggered to close, it observes the registered object to be triggered when that close event is performed. One of the registered object should be the overlay. This overlay itself should be the one that checks the counter whether it's ready to close (equals or less than 0) or not. This goes the same to other UI objects registered to Panel A that listen when close is triggered.


So you spread all your conditions to each of its own. Panel A only tells that it is about to close, the others listen to that information (regardless of who call it, in this case, it's Panel A, but these guys don't know), and then make their own decision on what to do based on that call. It's basically back to what Kylotan said.


Just an addition, you can pass the Panel A if you like so the registered objects know who make that call, in case you need to know who.

In Topic: Software design patterns for UI behaviors?

07 September 2016 - 01:03 AM

You can use MVC. Get data, get interface that needs the data, update it. Wait for callback if needed (animation callback, network callback, input callback, or whatever event callbacks).

As for your hide and close, not sure what you really wanna do about it, but you can use observer pattern, and register the functions (or any observer object you wish) which should be called (open/hide/close) by a specific button.

In Topic: How long would it take to get good at game art?

05 September 2016 - 06:34 PM

You got to keep practicing. Keep drawing.
Be curious on your drawing mistakes (read some drawing technique books so you can try out something you haven't tried before).
Take criticism (preferably from people you respect; mentor, friends who draw better or trying to be better like you [make an artist circle!]) so you can tell that there's something wrong with your drawing that you couldn't see.

There really is no other way I think.

In Topic: Unlockable characters with their own story?

26 August 2016 - 08:26 PM

That's a really nice tool, didn't know it exists. Will keep that in mind. :)

In Topic: Unlockable characters with their own story?

26 August 2016 - 06:42 AM

I guess I have decided that I mark them based on Quest List. So Player will have active quests to follow. Main story is automatically turned on so the Player knows what to do until the end of the Main story. But the other side stories has to be triggered by various conditions (as explained before). When a side quest is triggered, it becomes a new active quest (side quest) that the Player has to finish. So there is a new quest related to that side story (timeline..?) for the Player to finish besides of the main quest. So the Player simply stack the quests, whichever they have triggered, and choose whichever they want to finish. By this way as well, I can provide them hints when needed on that specific Quest menu. This way, any unlockable characters just follow/trigger by the progress the Quest, including the cutscenes.


Thanks for the attention guys!