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Amended proposition on text notifications

Hey, 

I know you're still working on my previous series of proposals(and their numerous edits), but I wanted to make an amended proposition on text notification size. 

In the post script of my previous suggestion list I proposed to decrease the size of the "!", denoting unread dialogue to about half the size(5 pixel high, 1 pixel wide or the upscaled equivalent). The problem is even if you do that (and you probably should unless you can think of even less intrusive notification) the screen still becomes way too crowded when you're doing a narrative game with lots of characters. See example bellow (in-game mockup).

Notice that not only the notifications are overlapping some of the assets like the house on the top right(twice), they are also overlapping the "locked chest" icon and due to their size are domineering the scene completely. Note also the sign at the top does not have a notification or to be precise it's not visible, probably because it has to be rendered offscreen . Either that or because it's the same color as the stock wall.

My proposition is to have a checkbox "disable new text notifications" under Development side menu. This way they can be on with games with little dialogue, and off, in dialogue heavy games, where you're supposed to talk to everyone anyways.

Best,
V.


Ok I done a couple of things, had some time to work on it the last 3 days, here’s the list:

  • Custom XP scrolls
  • Solid checkbox option to tiles
  • All tiles can be animated now
  • 3 new tiles (4 would break the visual of the editor)
  • Option to hide exclamations (under project -> visuals; makes more sense to me than under project-> development)

This is huge!

You actually have the tiles to create one good looking environment now. It's probably the biggest upgrade to the engine since the new combat system. 
The upgraded XP scroll functionality and the fix to the "!" problem are nice too.

If you have a "to do list", please add fixing the speech bubble and the wooden sign movement to it. Right now they behave like a npc's, turning left and right with player movement, which in my opinion just looks like a bug. Both should be static. I always edit them manually to be symmetric, otherwise "text lines" on them change sides.

You might also want to explore the possibility of adding a 2 frame movement animation to the characters(mc and npc's) too. While it's certainly not a must, it generally brings a lot of life to a game visually. I have no idea how it would impact performance though.

All in all a great update(and upgrade) to the engine!