Wait, what's this??
Kold posting updates 2 days in a row??
Yep! I have a screenshot dump of more features I added to the Stage Select screen!
I've added the ability for the stage roster to expand, based on how many stages I have in the game. And, it will shrink the icons each time there's too many icons to fit the screen! Yep, self-adjusting scale!
For now, I have it supporting up to a max of a whopping *156* stage icons! That's 155 stages and the Random icon! I don't know how many stages Feud will have. But wow that's a lot! If I make enough to go past that number? I'll implement stage categories or pages, like in Brawl and Wii U. I don't want the icons getting too cluttered and small to see!
I also added auto-switching of Forms: So like in Super Smash Bros. Ultimate, when you hit L or R to change forms (default, Battlefield and Omega/Final Destination)? The displays and previews will update straight away (icons too!)
And! I added the functionality for hovering over the "Back (Hold)" button and pressing A. It all works.
The way that this setup works, for code geeks like myself, is I made an empty Stage Select cell/icon as a prefab. And each time I add a Stage Data scriptable object, it will instantiate another one when the screen is loaded, and assign it the relevant stage data (icon graphic, preview, logo, etc.). So I want 5 stages in the first playable demo for whenever? I'll need 5 Stage Data files, and the screen will spawn 5 icons and the Random icon.
Now only *4* features remain to be added to the Stage Select for it to be complete: Implementing the Random icon, My Music/song playlist support, resizing the icon colliders so they interact properly with the cursor when their size changes, and actually SELECTING the stage for play before going to the Fighter Select (the transition to the FSS is programmed. But for now, the stage you picked isn't actually coded to be properly selected yet). I'm going to work on the Fighter Select a bit first before trying that out.
A lot of the grid layout functionality I've used in the Stage Select will come in great handy for the Fighter Selection grid, too! It's just a matter of adapting it for character selection rather than map selection.
This was a mouthful! But I hope you'll continue to follow!!
~KV
8 comments