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-   -   SE4 Scripting in Python (templatizer again) (http://forum.shrapnelgames.com/showthread.php?t=12459)

Ed Kolis September 13th, 2006 05:05 PM

Re: Contemplating a graphical Templatizer...
 
Eh, I was hoping to pretty it up a bit... make it a bit more intuitive somehow than just a big long laundry list of fields...

Suicide Junkie September 13th, 2006 08:16 PM

Re: Contemplating a graphical Templatizer...
 
As far as CK's sample there, "number of abilities" should be automatic.

Just let the user add or delete abilities and track the total.

Ed Kolis September 13th, 2006 10:23 PM

Re: Contemplating a graphical Templatizer...
 
Yeah, that was one thing I had in mind... another was display of the relevant images...

Captain Kwok September 13th, 2006 10:25 PM

Re: Contemplating a graphical Templatizer...
 
You could have a box with the current image displayed. You could have arrows under the pic that allow the user to flip through the stack of pics available. Of course, it would also respond to the number the user type in for pic number.

Ed Kolis September 13th, 2006 10:36 PM

Re: Contemplating a graphical Templatizer...
 
I was thinking maybe even a button you click to popup the Components.bmp or whatever and then you can click a mini http://forum.shrapnelgames.com/images/smilies/wink.gif

Black_Knyght September 14th, 2006 02:46 AM

Re: Contemplating a graphical Templatizer...
 
Just from a novice's point of view, maybe make it both graphically functional ( and aesthetic? ) and beginner level user-friendly. I'm not a programmer, or a computer-whiz, and to be honest as appealing as it is it's dauntlingly complicated for a complete beginner.

Gandalf Parker September 14th, 2006 01:39 PM

Re: Contemplating a graphical Templatizer...
 
I like the part about duplicating the data files and inserting choice boxes. It would make the program a jumping off point to doing more personalization. Semi-tutorial as you use it. You can see exactly what is not being modified, or what is and where it is in the file. It would make the user braver about diving in manually to try one of the items still left on default.

Id also love to see it offer pop-up explanations of each entry. Maybe calling a seperate outside file for that like a comma-dilimted file. That would make it easy for other people to expand on the help text

Gandalf Parker

Ed Kolis September 15th, 2006 03:31 PM

Re: Contemplating a graphical Templatizer...
 
1 Attachment(s)
OK, I've got an editor for racial traits (they were among the simplest of the data files and do not have references to other files); you can add parameters (for tech grids, though the parameters are currently ignored) and (most importantly) Javascript code - see a number get squared, ooh ahh! http://forum.shrapnelgames.com/images/smilies/wink.gif As you can see in the attached screenshot, the "useless" fields that SE4 requires but ignores are filled in automatically http://forum.shrapnelgames.com/images/smilies/wink.gif

Ed Kolis September 15th, 2006 05:49 PM

Re: Contemplating a graphical Templatizer...
 
Just thought I'd mention that I just now added a "quick-parser" which detects any errors in your data fields and highlights them red! Very simple to do given that I was already running the data through the script engine all at once - this time I just run some of it through! http://forum.shrapnelgames.com/images/smilies/wink.gif The quick-parser also lets you hover over a field and view its value; haven't tested it with actual templatized items, mainly because I haven't implemented those yet, but I imagine it would look something like this: [10, 20, 30, 40, 50] for a simple 5-level progression http://forum.shrapnelgames.com/images/smilies/laugh.gif

Black_Knyght September 15th, 2006 07:19 PM

Re: Contemplating a graphical Templatizer...
 
Looks like you're on the right track to me !!!


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