Hey Folks! Still trudging through mobile UI here. Finally fixed the scrolling title screen silhouettes, and started work on a message window.
The scrolling background silhouettes turned out to be really tricky to figure out, but not too hard to fix once I did. Sort of the story of my (and Tiago's) life on this project. Ultimately, it was a series of small typos and wrong assumptions which were making it really hard to understand the output I was seeing based on the input I was writing. Eventually, I found the width that should've been a height, the sprite origin setting, and a few other "small" things that helped me correct the scrollers. Now, correct scrolling backgrounds on multiple title screen resolutions!
Once that was done, I turned my attention to the title screen footer, which will now include a news message area. This is where I'll have messages such as "new update available" and "important news at bluebottlegames.com," etc. Also, the hard-coded "Try Project Zomboid" will probably get rolled into this, and I might start expanding the list of recommendations to other games that NEO Scavenger fans have enjoyed.
Unfortunately, my first idea for a scrolling marquee was hobbled by uncooperative FlxCameras. After hours of trying to get the camera to appear in the correct place/size, I still wasn't seeing the thing I wanted inside the camera. I realized I could be facing even more hours of fixing this simple thing, when I could really get the same point across with a fixed-size text area and fade-in/out.
You know, like I'm already doing with the save/load messages on the title screen.
So I've ditched the camera approach, and I'm starting a fade-in/out message for the footer. Probably an improvement anyway, as scrolling marquees usually aren't very fun to read. They force the reader to pay attention and read at a certain pace, instead of showing all text at once in a more self-serve kind of way.
Anyway, that'll be next.
Tiago, meanwhile, is still nailing those bugs. And he's got a working prototype of the map-scrolling via touch+slide on mobile. We're trying to figure out how map panning works when already zoomed-in in the game, as the screen can also pan the full UI when zoomed. We have some ideas and theories on how it should work, but it'll ultimately depend on how it feels.
More on that next week. For now, have a good weekend, all!