Epadder Some UI/UX improvements that need to be done:
* The game started as a borderless window, for some reason. I managed to resize it, which also showed the top bar
Honestly not sure on this one, wonder if it's an Engine bug. Because the code is calling the right mode as the default.
* What an overly long warning+created by+first intro screens. Let players skip those
The warning will disappear on further launches.
* I really don't want to be forced to wait 20 fucking seconds just for the fucking main menu to appear because I can't skip Danny's muscles intro
For the mean time, Middle mouse button toggles skip too and it will work immediately. Just toggle it off before opening the load screen... the animation of the save's coming in doesn't trigger for some reason.
* The screen "behind" the Settings menu doesn't make text boxes darker - my recommendation is to add a node, at the top of the "menu" you're using, that is just a ColorRect, to make anything "behind" unclickable and darker
This is in, for some reason the dimming panel was invisible... maybe I was testing something and then forgot to reset it... damn past me... *sigh*
* There's also the textbox going on top of certain menu items.
The settings Canvas Layer ended up being lower than it needed to be after adjustments were made to keep the textbox from being affected by shader effect layers.
* There is no indication of which settings/menu tab you're currently in
Will fix this.
* The quick menu besides the textbox doesn't have tooltips, people have no way to know what each button does until they click it.
Got put on the back burner, will do that before the next release.
* Right now, what I suppose is the "back" dialogue button doesn't work. Nor does the rectangle (phone view?) button.
Will fix it.
* Save and load buttons of the quick menu don't work either
Same
* There is no apparent "hold to skip" key, you have to click the >> button and then click it a second time to stop the skipping. Ideally, it should be a "hold to skip", not a toggle
I'll add an additional keybind for a hold to skip, will also replace the 'phone' with a hold skip instead of just a toggle skip. The phone from the quick menu was a thought I had months ago... and now I think it's best not to allow it's use at any time and only from navigation.
* Side menu hides on every scene change (fade to black)
I'll see about keeping track of the state of the quick menu... Dialogic which is the backend for the dialogue, is currently freeing the textbox when switching timelines. I had issues with it when I didn't let it free it and tried to just hide it though.
* Clicking to load a game right after saving immediately crashed
I'll have to check why this is happening.
* I would personally move the "Title" and "Quit" buttons to the bottom row of the screen, maybe on a row all for their own. Should avoid accidental clicks
I'll think on this, but not sure I'll do it.
* During dialogue, Right Click and ESC will bring up the save menu. While you're just navigating rooms, neither does anything. They also won't close the menu if it's open during the navigation
I'll let escape open the menu on navigation, I want to keep right click available for future interaction options while in navigation.
Less important stuff
* When you click to choose an option, the select box uses the Godot default - check on the Text -> Font Options -> Primary for an example
Yeah, I didn't restyle it... it kept getting pushed to the back burner.
* On the dialogue history, still on the intro (few years ago), I noticed this -
View attachment 5149257
Pretty sure he was still supposed to talk as Phantom
This is fixed for future builds.
* I saved shortly after Danny left the birthday celebration. Closed the game, loaded in, even with the screen not showing his sprite or the text, GPU usage was at 99% (GTX 1070). Oh yeah, Danny's sprite didn't load/show up for some reason.
View attachment 5149290
I'll look into this, but I do want to double check if you hit F1 is the game capped to 60fps?
* This inconsistence in textbox/quick menu size out of nowhere
View attachment 5149310
Yeah I forgot to go back and tweak this, it was suggested that I should shrink the main textbox... and basically to have the effect connected to the interjection that's a different scene.
* I don't get why, when sprites are supposed to turn around, they disappear for half a second - shouldn't that be just a negative X scaling? Going from 1 to -1 and vice versa. It looks like it unloads then reloads the sprite. This seems to be the case when applying several effects.
It's just me controlling the opacity of the Spine sprite. There were some internal style concerns about displaying the flat nature of the sprites. I was trying to come up with a halfway between just fade out and fade in with no movement and displaying the full animation without trying to mask that the sprites are flat.
Something regarding the absurd GPU usage that might be useful to look into and maybe get an idea of what's going on: the usage spikes whenever a big sprite is on screen. When seeing Jazz taking a bath, Danny's head didn't affect GPU usage, but once he went downstairs, his head *did* affect GPU usage, spiking to 99% again - which again didn't affect GPU during the scene with Tiffany Snow morning news.
Spine is kind of heavy, but I'll look into it. The next update the sprites internal resolution and size is being reduced, so hopefully this will help too.
They are currently still scaled to the raw artwork.