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Angle Direction Selection in the System.def (Read 11441 times)

Started by ~*Ishida-Uryuu*~, May 10, 2009, 09:26:51 pm
Angle Direction Selection in the System.def
#1  May 10, 2009, 09:26:51 pm
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This idea came to me while I was browsing that CvS2 WIP in the Projects section.

Could a feasible option in the system.def be a section where you choose what angle the cursor would go with each direction press?

Something like:

[Selection Angles]
Up = 315
Down = 135
Left = 225
Right = 45

This would be useful for non-grid or irregular select screen styles such as Capcom vs. SNK 2's select screen:


Visual aid provided. ;P [size=5pt]over 9000 hours in mspaint[/size]

You could even go as far to specify two angles, for such screens with zig-zag patters, the second angle being executed upon the next direction press after the first angle direction has been pressed.

What does the Guild think?

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Last Edit: May 10, 2009, 09:39:00 pm by ~*Ishida-Uryuu*~
Re: Angle Direction Selection in the System.def
#2  May 10, 2009, 09:40:15 pm
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Re: Angle Direction Selection in the System.def
#3  May 10, 2009, 11:46:09 pm
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Might be a tad easier to have those things programmable rather than specifying extra parameters each time someone comes up with new ideas.  Similar to programming characters:

Code:
type = movecursor
triggerall = Command = "Up" && Command = "Right"
x = blah
y = hey

Code:
type = selectchar
triggerall = curX = row6 && curY = col5 && command = "Left"
value = 20 (refers to index of a character that is hidden)


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Re: Angle Direction Selection in the System.def
#4  May 11, 2009, 12:20:53 am
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I feel like your way ... kind of complicates things rather than making them easier. :S

How is my way harder than yours?

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Re: Angle Direction Selection in the System.def
#5  May 11, 2009, 04:31:03 am
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Adding cases for every example is a pain.  Here, you're suggesting to add one case for one game.  Adding a few controllers and more control accomplishes more with less effort.


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Re: Angle Direction Selection in the System.def
#6  May 11, 2009, 04:55:58 am
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It's not just for one game. Some games like Guilty Gear also have the obscure select patterns. And what if someone wanted to make their own unique styled select screen with like a diagonal pattern?

The angles wouldn't just be those 4, it could be anything 0-360. I think having the angles would be more convenient to the normal person rather than having to do a whole section of code which probably wouldn't be understandable for a lot of people wheras you learn about angles in middle school. :P

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Last Edit: May 11, 2009, 05:32:17 am by ~*Ishida-Uryuu*~
Re: Angle Direction Selection in the System.def
#7  May 11, 2009, 05:26:54 am
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Re: Angle Direction Selection in the System.def
#8  May 11, 2009, 11:24:35 am
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Re: Angle Direction Selection in the System.def
#9  May 11, 2009, 04:10:43 pm
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I want my angles in radians, it's more convenient. :yes:
Re: Angle Direction Selection in the System.def
#10  May 11, 2009, 07:05:55 pm
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It's not just for one game. Some games like Guilty Gear also have the obscure select patterns. And what if someone wanted to make their own unique styled select screen with like a diagonal pattern?
You're just proving my point by presenting examples that won't work with what you're layed out.  From what I remember, Guilty Gear's layout was circular and would not be satisfied with four angles.  You need something programmatic to do that right.



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Re: Angle Direction Selection in the System.def
#11  May 11, 2009, 07:16:57 pm
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In GG you actually move the cursor around and hover over the character you want.

I'm with Messatsu on this one, I'd rather be able to program the select screen manually.  Of course, since this is all open source there's no reason the select screen can't be its own module so you can reprogram it without messing with anything else.
Re: Angle Direction Selection in the System.def
#12  May 11, 2009, 07:26:29 pm
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Oops, my memory was vague on the GG select screen.

lol open source = answer to everything

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Re: Angle Direction Selection in the System.def
#13  May 13, 2009, 12:44:57 am
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You have additional problems with specifying the angles because you're looking for a pixel-perfect presentation.  Maybe what you're really after is mapping a direction to move x pixels and y pixels?


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Re: Angle Direction Selection in the System.def
#14  May 13, 2009, 12:48:16 am
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Re: Angle Direction Selection in the System.def
#15  May 19, 2009, 04:15:35 am
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Might be a tad easier to have those things programmable rather than specifying extra parameters each time someone comes up with new ideas.  Similar to programming characters:

Code:
type = movecursor
triggerall = Command = "Up" && Command = "Right"
x = blah
y = hey

Code:
type = selectchar
triggerall = curX = row6 && curY = col5 && command = "Left"
value = 20 (refers to index of a character that is hidden)

Revisiting the idea, I was thinking, instead of having a cursor that just moves once when you press the direction, why not just go out and have a cursor like CvS2 and GG originally had, where you hold it and the cursor gets a set velocity until it reaches a certain specified border. That could work with your first example, assuming movecursor would be the equivalent of a VelSet.

(btw your code would produce an error, you can't have a triggerall without at least a trigger1. :P)

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Re: Angle Direction Selection in the System.def
#16  May 19, 2009, 06:33:52 am
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Quote
(btw your code would produce an error, you can't have a triggerall without at least a trigger1. )
It's logically valid and that's all I care about when doing a demonstration.

Quote
Revisiting the idea, I was thinking, instead of having a cursor that just moves once when you press the direction, why not just go out and have a cursor like CvS2 and GG originally had, where you hold it and the cursor gets a set velocity until it reaches a certain specified border. That could work with your first example, assuming movecursor would be the equivalent of a VelSet.
Now you need to specify the geometry of the select screen to obtain that.  Like I said, you just add a few controllers and you have functionality for all games instead of making "easy" command for specific cases.


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Re: Angle Direction Selection in the System.def
#17  May 19, 2009, 04:41:49 pm
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Keep that line of thought and we won't have anything hard coded, and we end up using C++ with a screenpack. 8)