BBS 0.6 — UI editor and game controllers
This update brings new UI editor, which allows creating custom UI menus, which was only possible through scripts before, with a GUI editor. Beside UI editor, 0.6
allows to customize pause, inventory, and dialogue menus with the new UI editor, world and dashboard menus were merged, and game controllers were introduced.
- Added shading direction option to world settings
- Added holding
Space
to vector fields (3 trackpad/number fields marked red, green and blue) to change all fields at once - Added a feature when pressing
Escape
when dashboard is hidden, it will show the dashboard first before exiting the dashboard - Added UI editor, which allows creating custom menus using simple UI components (buttons, icons, graphics, textbox, text, labels, etc.), which are also scriptable
- Added User interface (
bbs:ui
) trigger block which allows opening custom UI menus and also close any UI menu - Added
IScriptUI.createFromData(String)
(and its overrides) andIScriptUIBuilder.get(String)
- Added game controllers feature, which allow you to change the gameplay in the play mode:
- First-/third-person controller, allows the player to go around from 1st-person or 3rd-person POVs
- Top down controller, allows the player to control WASD cardinally without mouse with a camera looking down
- Side scroller controller, allows the player to control horizontally (on X axis)
- Added game settings options:
- Pause UI, it allows you to pick a custom UI that will replace pause menu
- Inventory UI, it allows you to pick a UI that will serve as a template for inventory menu (see Inventory UI requirements below) (Kirkus)
- Dialogue UI, it allows you to pick a UI that will serve as a template for dialogue menu (see Dialogue UI requirements below) (Centryfuga)
- Changed mouse and keystrokes rendering
- Changed world manager to be an overlay panel
- Fixed
,
is used in certain locales instead of.
for trackpad (Centryfuga) - Merged world menu together with dashboard, so now there is only one creative panel
Inventory UI requirements
Following UI components (with corresponding IDs) must be present for the custom inventory to work:
- ID
form
, type Form (bbs:form
), it will display player’s form. - ID
quest
, type Layout (bbs:layout
) with Layout typeNone
, it will display quests, if the player has any. - ID
slots
, type Layout (bbs:layout
) with Layout type any but notNone
, it will display player’s equipment slots (of which there are currently 2). - ID
inventory
, type Layout (bbs:layout
) with Layout typeNone
and preferably100
width and160
height, it will display player’s inventory, which is hardcoded to have 5 items per row and in total 40 slots.
All of these elements can be attached to root, or nested into other UI components. You can download this example and move it to game/data/uis/
.
Dialogue UI requirements
Following UI components (with corresponding IDs) must be present for the custom inventory to work:
- ID
form
, type Form (bbs:form
), it will display current dialogue reaction’s form. - ID
quest
, type Layout (bbs:layout
) with Layout typeNone
, it will display current dialogue’s quests, if any are present. - ID
crafting
, type Layout (bbs:layout
) with Layout typeNone
, it will display current dialogue’s crafting table, if one is present. - ID
replies
, type Layout (bbs:layout
) with Layout typeColumn
, it will display current dialogue’s replies (reply nodes connected to current reaction node). - ID
reaction
, type Layout (bbs:layout
) with Layout typeNone
, it will display current dialogue reaction node’s text. - ID
back
, type Button (bbs:button
), it will be displayed when quests or crafting table is displayed. - ID
accept
, type Button (bbs:button
), it will be displayed when quests are present, which allows accepting/completing a selected quest.
All of these elements can be attached to root, or nested into other UI components. You can download this example and move it to game/data/uis/
.
Files
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WIP voxel-like machinima studio
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- BBS 0.5Feb 18, 2023
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