- May 9, 2019
- 1,053
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This is like using an URM in Renpy VNs. URM shows the path choices along with with other paths i could have selected and the path i am currently on (marked as true). Its a really nifty tool.I did some tests with the tooltip (thanks Draevis for the link). After setting the css the way I wanted, I got the result below:
View attachment 1900644
Once the css is done, the in-game implementation is easy. It will give me the same work as the icons (just copy and paste next to the unavailable choice). However, I am still not convinced of the aesthetic result. I confess I like the icons. The obvious benefit of the tooltip is that I can write additional things if needed, while the icons will always be icons.
I would like to hear opinions on which method you like best.
Edit:
As I write a scene for the next update, I realized the tooltip may have other uses for me.
I'm writing a passage where the player will see a side character that has appeared before in the story. Whether he will interact with her or not will depend on whether he has met her before or not based on past choices. However, the way I'm writing, it won't be possible to use a dimmed link as I usually do. In this case, the icon would be useless, but the tooltip would be useful to warn the player that he could see something different if he had made other choices in the past.
Well the tooltip looks better in my opinion. It keeps the UI clean providing to the point info and only shows whenever we hover the mouse. You could go for it. OR because you like the icons you could incluse an option in the game for people who like detailed view could go for icons, and tooltips for people who like basic view, win-win ( I dont have any idea about the pragramming part needed to implement this).