KuraiX wrote:You said something about XML, and here you say that you have writen a new tool for Novelty. Well it is really that difficult to work with XML? I`m just curios, because I think that a good old "Helpmenu" would be a good Idea. There you could just put some tags in like "adding music". And when the user clicks on it, the Code, which he/she has too use (seems that there isn`t much need for code, but you said that everything added, had to be declared in XML. At least if I understood you right ^^).
Yes. The XML is what you see in the screenshot:
Code: Select all
<Texture name="etna" src="data/textures/characters/etna2.png"/>
<Canvas name="My textbox" size="800,200"/>
...
It's not really 'code' in the programming sense of the word. In fact Novelty requires no programming. It's more about describing objects and their relation to one another. It's not
too complicated and the tool
will give you hints on what to type next. But of course I wouldn't release it without including proper help files.
However, I get the notion that you're misunderstood my post. This is
not the visual novel maker. This is a seperate tool for making content. In the case of adding music, you would type:
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<Audio name="My song" src="songfilenamehere.mp3" />
You save the file and then the mp3-file will appear in the asset browser within Novelty as 'My song'. But in the case of audio and textures(images) you won't need to use this tool.
monele wrote:It looks easy enough to me. But I stress that we should have wizards for simple things like a regular text box with a background texture... or for characters, or buttons... stuff like that. Now if people want to have multiple pictures, animated, and moving around the text box... since it's not standard, they should go through the effort of building it themselves

There will be wizards for importing textures and sounds and stuff but you seem to want to go one step further. The question is how far Novelty should go in assuming how a VN should look?
In the case of the text box, is it a single image? ..or is it a border*? Does is include any buttons for quick saving/loading?
The text box I made in the screenshot could also had been built in Novelty by simply stacking objects on top of eachother. But by typing out the XML, I get to say that it's all one single object and that the components should resize together. Stuff like that is really hard for me as the developer to predict and build a wizard for.
Buttons are also a good example. A button could be made from a single image or to up to four images (default, pressed, hover, disabled). It could also be made up of a scalable border box and have a caption (text-object).. Maybe the caption should show in a different color when you hover the button.. You get my point.
I could easily make a wizard that asks the user some question and then makes a vanilla button based on the input, but I'd rather write an extensive tutorial on how to type it out in the XML designer**. I don't know. It's a tough call. Novelty will still include a bunch of sample buttons and textboxes for anyone who just want to get going and isn't interested in art design right off the bat.
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*: 'Border' is a native object type that works like an 'image', but it stretches the center of it's texture, ie. a texture of a circle will stretch to look like a box with rounded corners when you size it up. Useful for making scalable boxes.
**: It's not
terribly hard. Here's an example of a button:
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<Button name="Button1">
(Images, borders or whatever goes here)
</Button>
or
<Button name="Button2">
<Default>
...
</Default>
<Hover>
...
</Hover>
<Pressed>
...
</Pressed>
<Disabled>
...
</Disabled>
</Button>