I agree with RobLang on the edit, there's is a part of me that's afraid your going to burn yourself out with the extra work. Either way, I wish you all the luck with the game man, I know how hard it is to make it to the finish line with these game.
Love the edit, Skeffles! I can tell you put a lot of effort into it. I love the London Science Museum. Did you see the Analytical Engine outside the flight gallery?
Thanks, Rob! I did visit that museum recently too. I didn't see everything there, but I did see the analytical engine. It was very cool. I'd love to go back and see the rest.
Seems like you just re-invented event consumption. In most UI systems, an event object is propegated as long as the event is not marked consumed (or sometimes as long as the event handling function returns false/not-handled). Naming this cursor makes me wonder if you are intertwining the concepts of what/where is currently focused, with the user action performed.
Thanks for watching, that's an interesting point! I see this as a first step for UI like you mentioned. I'll keep your comment in mind for when I want to flesh out the UI system more.
Not Project Hospital directly, but I suspect that game has the same inspiration as me. Theme hospital is one of the main inspirations behind this game.
Basically. You made a sophisticated system that doesn't even needed to be made. Instead of actually making a normal input event system with pools, priority and event propagation until someone ( layer, object, button, etc. ) will handle this input event and then check this input event as "handled". And then. Propagation will stop. If this is what you meant in your video then choose more appropriate words to say. But why do you need to create something new ( And even in such a roundabout way ) when system is already exists? I'd understood if your system is better in some way and provides a new features.
Thanks for watching and raising this with me! I've done some reading about event dispatching in visual trees and I see this as a basic version of that. Primarily driven from the simple structure the objects are in. I'll keep your comment in mind if I need to make a more advanced input system in the future.
Very nice work! Really loved the nee style of video you're going with, it's a great watch!
Thank you very much Saul! I'm glad you enjoyed it.
I agree with RobLang on the edit, there's is a part of me that's afraid your going to burn yourself out with the extra work. Either way, I wish you all the luck with the game man, I know how hard it is to make it to the finish line with these game.
Thank you so much! I appreciate the concern as well! I'll keep an eye out for burn out. I've been feeling quite on top of it recently.
Interesting issue and nice explanation. Looking forward to your next demo!
Thank you Vini!
Love the edit, Skeffles! I can tell you put a lot of effort into it.
I love the London Science Museum. Did you see the Analytical Engine outside the flight gallery?
Thanks, Rob! I did visit that museum recently too. I didn't see everything there, but I did see the analytical engine. It was very cool. I'd love to go back and see the rest.
Cool stuff, man glad to see another devlog on this and I look forward to that next demo!
Thank you, Ginger! I'm glad I can talk about the game again and am excited for the next demo.
Ohhh improved devlog here! and nice "vlogging" clips!
Thanks! 😃
Seems like you just re-invented event consumption. In most UI systems, an event object is propegated as long as the event is not marked consumed (or sometimes as long as the event handling function returns false/not-handled). Naming this cursor makes me wonder if you are intertwining the concepts of what/where is currently focused, with the user action performed.
Thanks for watching, that's an interesting point! I see this as a first step for UI like you mentioned. I'll keep your comment in mind for when I want to flesh out the UI system more.
Nice way of fixing your problem! Definitely looks very nice now😁
Thank you Shelf! I cannot wait to see what else I can do now I have this.
nice benches!🥳
Thank you! 🥳
were you inspired by project hospital? the building mechanics and ui give me that feeling
Not Project Hospital directly, but I suspect that game has the same inspiration as me. Theme hospital is one of the main inspirations behind this game.
Great video
Thanks Buzz!
Basically. You made a sophisticated system that doesn't even needed to be made. Instead of actually making a normal input event system with pools, priority and event propagation until someone ( layer, object, button, etc. ) will handle this input event and then check this input event as "handled". And then. Propagation will stop. If this is what you meant in your video then choose more appropriate words to say. But why do you need to create something new ( And even in such a roundabout way ) when system is already exists? I'd understood if your system is better in some way and provides a new features.
Thanks for watching and raising this with me! I've done some reading about event dispatching in visual trees and I see this as a basic version of that. Primarily driven from the simple structure the objects are in. I'll keep your comment in mind if I need to make a more advanced input system in the future.
good stuff
Thank you!
just set opacity of blue area to 0
If only it was that easy 😂
@@Skeffles yes it is actually i had that problem before in my game. Why wouldnt in ur case?