SUGGESTION: @ROOMDESCRIPTION@

Started by joelphilippage, Sun 05/11/2006 19:08:01

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joelphilippage

I think it would be helpfull to have a GUI label that could show the rooms description name like the one in ledgends of kyandria. This would help by showing if it was a certian persons house so you would not have to have the character say "oh, its my house."

(discription -> description)



strazer

I think a more versatile solution would be a Room.Description property.
If this would be implemented, your problem could be solved like this:

Code: ags

function on_event(EventType event, int data) {
  
  if (event == eEventEnterRoomBeforeFadein) {
    mylabel.Text = Room.Description; // display current room's description on mylabel
  }

}


And yes, I support it, seems like a simple thing to implement.

GarageGothic

Rooms already have custom properties, why not just use one of those?

Rui 'Trovatore' Pires

I was just about to post what GG said. But that isn't stopping me from posting anyway, I've earned my post by thinking it up, no matter who said it first.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

strazer

Good point.
But there's already a description field in the editor, so it would simply be convenient if you could use that.

Rui 'Trovatore' Pires

Oh, that kind of description? Dunno how useful it would be, especially since sometimes it houses internal names that are useful for the programmer and for the programmer alone. I suppose a quick example would be several screens of a "Forest" - do we want to let the player see the desc as "Forest 1"? Neither do we want to have to guess which room is which when we're programming.

'sides, again, internal names can be much more specific and/or much more weird - perfect for the programmer to use, but less than optimal for the player to play through.

...did I just use the very same argument twice? You know, I rather think I did.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Pumaman

Well, at the moment the room descriptions don't get compiled into the game EXE, but I guess that could be added in order to enable a Room.Description property. But, as Rui says, would you want to use what is effectively your developer's room name to also display to the player?

monkey0506

I think that would make it a matter of user preference. "Do I want to set the room's description to a user-friendly one, or a me-friendly one? If I set it to a programming-oriented description, I'll have to set the user-friendly description elsewhere, whereas if I set it to a user-friendly one I can just use the Room.Description property....."

I like the idea.

Khris

Quote from: Rui "Trovatore" Pires on Sun 05/11/2006 19:43:55Oh, that kind of description? Dunno how useful it would be, especially since sometimes it houses internal names that are useful for the programmer and for the programmer alone. I suppose a quick example would be several screens of a "Forest" - do we want to let the player see the desc as "Forest 1"? Neither do we want to have to guess which room is which when we're programming.
I absolutely second that.
And it's very convenient and easy to implement this with properties, so the initial suggestion seems pretty redundant.

strazer

#9
Quote from: Pumaman on Mon 06/11/2006 19:01:32Well, at the moment the room descriptions don't get compiled into the game EXE, but I guess that could be added in order to enable a Room.Description property.

In that case I think it's not worth the trouble. The custom properties way is easy enough:

Code: ags

function on_event(EventType event, int data) {
 
  if (event == eEventEnterRoomBeforeFadein) {
    mylabel.Text = Room.GetTextProperty("Description"); // current room's custom "Description" property text
  }

}

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