So I m having trouble with 2 things in my inventory UI,
https://postimg.org/image/hc4h4btlb/1) As seen in the photo, with the blue circle, I'm trying to put the gold there as information, the problem is that when i add a menu part on my inventory, i have to choose another GUIBox, so basically my question is how i do that in the same Box as the inventory.
ignore the red circle.
Thank you
I found that I could do a lot more when I gave up on the idea of having draggable UI panels (which obviously acts on the level of a single GUI box).
https://postimg.org/image/ldm4nn02n/
I'm trying to have the take all and exit button in an other position than just a choice (i want to have take all button down in the center, and exit button in a X icon), i tried the own use of ok/cancel button option in GUI Box but doesnt work.
So in general how we can move this option buttons wherever we want?
Thank you
You can use GUI layers to ensure that the other GUI boxes are always above the one with the actual box.
As for the 2nd issue, you can use the Position choice mode in the GUI box to place the first 2 choice buttons where you need them, the rest will be displayed in list mode.
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Is it hard that we have an option on GUIBoxes for a close window choice, that it will be different than the other choices, and we just put the icon we need for X or whatever.
I might asking a lot, but there is some things that will make our life easier, and if it's not that big hustle for you would be nice. We love the updates for all the other stuff, and new grid battles etc, but there is some basic stuff on New UI for example, and Controls that will benefit all the styles of this awesome framework.
From my starting experience with this Framework my 2 main problems after 1.5 year on and off was the inventory at start, and controls, and i see many ppl struggling with those 2 matters when they start this framework, and implementing other assets for these matters is not that easy for the people that buying this framework (not scripting experts).
Thank you and respect GIL!
ORK is mainly an RPG background system to manage your stats, items and battle, the rest is just icing on the cake :)
As for UI additions, I'm always open for adding new features - however these things tend to be a lot of work and can cause a lot of things to break. E.g. a simple close button in the GUI box needs to be considered in all places GUI boxes is used (i.e. dialogues, menus, HUDs), should the button be displayed there, what happens if it's pressed - like closing the type box in an inventory screen could break the whole menu :)
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Thank you :)
Also an editor for New UI like it is in Legacy and more refined for New UI. Plus some gimmicks like the close windows etc.
Drag and drop between equipment and inventory menu is possible out of the box. All you need to do is enable the settings in the menu parts (i.e. enable dragging).
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We can setup a sub-menu to show buttons such as Use, Drop, Remove, etc. I've set the menu to display when the Accept button is pressed and this works just fine.
My question, how do I get the sub-menu to display on mobile? I don't have an accept key there :)
I thought about it for some time and can't seem to come up with a way to do so. Currently, I have a HUD of type Control with a set of buttons that I use to bring up the various menu screens like: character, equipment, inventory, main menu, etc. Thought I could do something similar and show an ACTION button when an inventory item is selected. Just can't figure out how to display it when the inventory window is active.
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