Non-sprite dependant interaction

Post your brilliant ideas here, or complain about how nothing works.
Locked
User avatar
Sarah_U.
Registered user
Posts: 1277
Joined: 24 Apr 2016, 07:19

Non-sprite dependant interaction

Post by Sarah_U. » 20 Dec 2016, 21:17

Summary (a quick, 2-3 sentence summary):
Basically, allow for clicks to interact with the entire container that the objects are within instead of the objects themselves for interaction
E.G: Crowbars being hard to click, now becomes selected if you click the square where they are in your inventory.

Benefits (How this will benefit the server and game as a whole):
It will make ALL SMALL OBJECTS or THIN OBJECTS much easier to click, while keeping ground items hard to click.
QoL improvement that would make the game faster, better and more enjoyable both to pick-up and to play.
This has been somewhat needed see'ing the current game mechanics and speed.

Details (Description of how you think this would work, the benefits, etc):
The change is only for items on the UI of the player, but not for items in the environment.
Exemple at the first section depicts the mechanic.

Implementation (Optional, if you have an idea how to implement it):
[N/A]
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

User avatar
TopHatPenguin
Community Contributor
Community Contributor
Posts: 2383
Joined: 14 Dec 2014, 18:06
Location: Forever Editing The Wiki.
Byond: TopHatPenguin
Contact:

Re: Non-sprite dependant interaction

Post by TopHatPenguin » 20 Dec 2016, 21:21

This would be a rather nice QoL change as well as making players more likely to use alt click. +1
Shit cm memes: Image
Image
Image
Image
That guy called Wooki.
Resident Santa.
(THP)

User avatar
BobaFett07
Registered user
Posts: 92
Joined: 13 Nov 2016, 21:19
Byond: Boba_Fett12

Re: Non-sprite dependant interaction

Post by BobaFett07 » 20 Dec 2016, 21:24

yeah that would be really usefull sometimes +1

User avatar
MrJJJ
Registered user
Posts: 1935
Joined: 12 Jan 2015, 10:51
Location: Spider Lab

Re: Non-sprite dependant interaction

Post by MrJJJ » 21 Dec 2016, 07:08

I can see a problem if there is multiple items on the ground...

User avatar
TopHatPenguin
Community Contributor
Community Contributor
Posts: 2383
Joined: 14 Dec 2014, 18:06
Location: Forever Editing The Wiki.
Byond: TopHatPenguin
Contact:

Re: Non-sprite dependant interaction

Post by TopHatPenguin » 21 Dec 2016, 07:28

MrJJJ wrote:I can see a problem if there is multiple items on the ground...
Alt click the tile or right click.

User avatar
MrJJJ
Registered user
Posts: 1935
Joined: 12 Jan 2015, 10:51
Location: Spider Lab

Re: Non-sprite dependant interaction

Post by MrJJJ » 21 Dec 2016, 07:31

Sarah_U. wrote:Summary (a quick, 2-3 sentence summary):
Basically, allow for clicks to interact with the entire container that the objects are within instead of the objects themselves for interaction
E.G: Crowbars being hard to click, now becomes selected if you click the square where they are in your inventory.
TopHatPenguin wrote: Alt click the tile or right click.
It seems like i misread the suggestion, since i was just reading through it quickly, i see what it means now, +1, always found it annoying that i just missed a item i was trying to click by a pixel and it didin't went to my hand.

User avatar
BobaFett07
Registered user
Posts: 92
Joined: 13 Nov 2016, 21:19
Byond: Boba_Fett12

Re: Non-sprite dependant interaction

Post by BobaFett07 » 21 Dec 2016, 15:35

MrJJJ wrote:It seems like i misread the suggestion, since i was just reading through it quickly, i see what it means now, +1, always found it annoying that i just missed a item i was trying to click by a pixel and it didin't went to my hand.
yeah I had the same mistake while reading it

User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

Re: Non-sprite dependant interaction

Post by apophis775 » 28 Dec 2016, 16:25

That's a Byond thing, because click detection is based on the sprite.

Not sure what could really be done.
ImageImage
flamecow wrote: "unga dunga me want the attachment" - average marine

User avatar
Snypehunter007
Registered user
Posts: 2750
Joined: 02 Dec 2015, 17:14
Location: Georgia
Byond: Snypehunter007
Contact:

Re: Non-sprite dependant interaction

Post by Snypehunter007 » 16 Feb 2017, 10:25

This seems like it isn't possible.

Asking this to be locked.
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017

Staff History:
► Show Spoiler
Image

User avatar
Sarah_U.
Registered user
Posts: 1277
Joined: 24 Apr 2016, 07:19

Re: Non-sprite dependant interaction

Post by Sarah_U. » 19 Feb 2017, 17:51

It's actually feasible now that I've double-checked.

Catch on square area;
Catch on entire icon area, transparent parts are contained in icon as highly alpha'd elements.
Add background to the backpack or icons to either track item or backpack slot, etc.

There's a whole lot of possibilities to implement this. I'd like y'all to reconsider.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

User avatar
KingKire
Registered user
Posts: 893
Joined: 30 May 2016, 11:53

Re: Non-sprite dependant interaction

Post by KingKire » 19 Feb 2017, 22:58

I would also like to pop behind this as well, at least to keep it in the backburner of things that would be nice to add on at a later date if possible. I think it would be a great step towards making CM a ss13 leader in code development, but it would be understandable to keep it reserve due to other pressing projects being at the fore-front.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

User avatar
Sailor Dave
Registered user
Posts: 219
Joined: 31 Dec 2014, 20:22

Re: Non-sprite dependant interaction

Post by Sailor Dave » 19 Feb 2017, 23:34

This already exists in goonstation for containers, backpacks and all that. Possibly even the UI itself, I don't remember.

User avatar
Sarah_U.
Registered user
Posts: 1277
Joined: 24 Apr 2016, 07:19

Re: Non-sprite dependant interaction

Post by Sarah_U. » 14 Mar 2017, 06:48

UI itself as well, yes. Either way, I double-checked and it's possible. I don't want to spend time making the code since I don't have said time myself, but it's as my last message said; Very implementable in various ways.

Only worry is performance and such. I can't back-up the effects on that.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

User avatar
Spider
Registered user
Posts: 24
Joined: 08 Aug 2015, 08:31
Location: Dubai

Re: Non-sprite dependant interaction

Post by Spider » 14 Mar 2017, 07:40

They have this in TG, so much easier to click on stuff in your bag

+1
Image

User avatar
Dapper Stache
Registered user
Posts: 112
Joined: 11 Nov 2016, 21:03
Location: His web... that's where humans live, right?
Byond: Dapper Stache

Re: Non-sprite dependant interaction

Post by Dapper Stache » 16 Mar 2017, 09:39

Nice quality of life improvement, as has been said it's doable, I'm down. +1.
I play Aria Vivici. I think people like me. I'm not sure why.

User avatar
completelynewguy
Registered user
Posts: 558
Joined: 15 May 2016, 18:17
Location: Washington, USA

Re: Non-sprite dependant interaction

Post by completelynewguy » 17 Mar 2017, 19:58

+1, I love the new looks of the sprites, but it's very difficult trying to click for a magazine while it's in a bag or a belt in the middle of combat.

Locked