Hi Kai, Kai wrote:
You may consider a stat list, wherein pressing the Status button puts the game into a paused state. The gamer could then arrow up and down the various stats. My reply: That is basically my idea in a nutshell. The problem is that I haven't got speech interupt working so to actually get the stat to speak you have to pres the select button to have it speak your health, ammo, strength, when that option is highlighted. Kai wrote: another approach is the tabular design, where the stat screen is divided into separate columns, so that a player entering the stats menu is placed in the first column, lets say vitality. Arrowing down this column would give him/her information about health, strength, oxygen, etc. arrowing right would then take him/her to the ammo column. Arrowing down this column would announce the amount of ammunition available for each weapon carried. My reply: That's a good idea. Unfortunately, getting speech interupt properly working has been my biggest problem with anything remotely like this. Still definitely something worth putting in the idea box though. Kai wrote: I do agree that detecting combinations in a profiler might be difficult. The problem with the pres this, then this approach is that you then can't decide when and when not to prompt a player for combinations. My responce: You are definitely seeing the problem. That was definitely my point. Creating a profiler to map multiple buttons for an action is difficult seeing as the action map for the joystick has to store the value of the modifier and the actual button too. How is the profiler to know that button x is the modifier for button y. There is no way to tell the profiler that info without pressing first one button then the other. Then, you have the problem you just mentioned about when not to prompt the player for a modifier. It just doesn't work. The only way that works is to use a *.ini file like the GMA Engine does which Phil pointed out is confusing to work with. The other thing is to hard code the action map for the device which wouldn't necessarily apply to every joystick or game pad out there. One possible solution I can think of in this case is to hard code a few action maps for some game pads like a Philips 2909, Logitech F510, and a Logitech F710 which would definitely provide superior support for those specific controllers. Problem is that if someone doesn't have one of the supported game controllers their controller will still work, but the action maps won't match up. So I'm not at all sure what is the best way to go about this. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.