Welcome to The Bug Genie
Please fill in your username and password below, and press "Continue" to log in.If you have not already registered, please use the "Register new account" tab to do so.
Please wait while updating issue type...
Could not save your changes
This issue has been changed since you started editing it
Data that has been changed is highlighted in red below. Undo your changes to see the updated information
You have changed this issue, but haven't saved your changes yet. To save it, press the Save changes button to the right
This issue is blocking the next release
Create a comment There are no comments
There is nothing attached to this issue
This issue has no duplicates
There are no code checkins for this issue |
|||||||||||||||||||||||||||||||||||
Really delete this comment?
eventually it would make sense to use space (or, more logically, the activate key including controller buttons) to skip through conversation and esc would always return to the menu while fully pausing the game state.
of course we'd need to implement an activate control first.
Really delete this comment?
Really delete this comment?
modern systems of course have a "menu" key/button directly on the controller so esc need not be the only option.
if only the ui code were not in such a mess. i have a feeling this might be an area i'll focus on soon...
Really delete this comment?
I think the best solution would be to be able to save in the middle of conversations / cutscenes and then resume from there when loading. But that is something to do later - just blocking the save menu entry could even be done before the first release.
Edit: things we can do to speed up saving:
Really delete this comment?
Really delete this comment?
Really delete this comment?
Really delete this comment?
Really delete this comment?
Really delete this comment?