{"id":1337,"date":"2020-06-29T14:13:04","date_gmt":"2020-06-29T20:13:04","guid":{"rendered":"http:\/\/mepem.com\/pemcode\/?p=1337"},"modified":"2020-06-29T14:13:04","modified_gmt":"2020-06-29T20:13:04","slug":"ui-redesign-and-more","status":"publish","type":"post","link":"http:\/\/mepem.com\/pemcode\/?p=1337","title":{"rendered":"UI redesign and more"},"content":{"rendered":"<p>With lockdown (and some recent vacation), we&#8217;ve continued progress on HeroQuest UE4 in the month of June.<\/p>\n<p>some highlights   <br \/>* specify map in map.txt; instead of having to recompile C++ to change maps for debug    <br \/>* implement disarm traps: the last missing action    <br \/>* support individual hero spawns in HeroScribe XML    <br \/>* falling rock fixes (falling block) for corner cases    <br \/>* migrate from vs2017 to vs2019, update to latest LuaMachine and UE 4.25.1    <br \/>* start revamping the UI    <br \/>* spiffy continues working on LUA transcribing for expansion quests (pending commit)    <br \/>* banana (friend of spiffy) (college student) joined Discord chat; he&#8217;s setup and discussed some ideas for what he can work on<\/p>\n<p>Here&#8217;s a preview of the new UI:<\/p>\n<p><a href=\"http:\/\/mepem.com\/pemcode\/wp-content\/uploads\/2020\/06\/image.png\"><img loading=\"lazy\" title=\"image\" style=\"border-top: 0px; border-right: 0px; background-image: none; border-bottom: 0px; padding-top: 0px; padding-left: 0px; border-left: 0px; display: inline; padding-right: 0px\" border=\"0\" alt=\"image\" src=\"http:\/\/mepem.com\/pemcode\/wp-content\/uploads\/2020\/06\/image_thumb.png\" width=\"451\" height=\"244\" \/><\/a><\/p>\n<p>The big change is that instead of having an oversized horizontal menu that covers the center of the screen (that blocks WASD QE input), it&#8217;s a horizontal bar on the bottom middle of the screen. For controller input (tested with xbox 360 controller), you can use dpad to navigate.&#160; Keyboard supports arrow keys or 1234567890 hotkeys.&#160; We plan to replace the &quot;1M&quot; etc with icons for move, character sheet, end turn, attack, etc.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>With lockdown (and some recent vacation), we&#8217;ve continued progress on HeroQuest UE4 in the month of June. some highlights * specify map in map.txt; instead of having to recompile C++ to change maps for debug * implement disarm traps: the last missing action * support individual hero spawns in HeroScribe XML * falling rock fixes [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"spay_email":"","jetpack_publicize_message":"","jetpack_is_tweetstorm":false,"jetpack_publicize_feature_enabled":true},"categories":[14,13],"tags":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v17.7.1 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"http:\/\/mepem.com\/pemcode\/?p=1337\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"UI redesign and more - Pem&#039;s Code Blog\" \/>\n<meta property=\"og:description\" content=\"With lockdown (and some recent vacation), we&#8217;ve continued progress on HeroQuest UE4 in the month of June. some highlights * specify map in map.txt; 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