Timeline for How to design context menus based on whatever the object is?
Current License: CC BY-SA 3.0
12 events
when toggle format | what | by | license | comment | |
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Sep 23, 2015 at 5:15 | history | edited | Kromster | CC BY-SA 3.0 |
edited title
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Sep 18, 2015 at 4:01 | vote | accept | Mike Hunt | ||
Sep 17, 2015 at 22:03 | answer | added | Exerion | timeline score: 11 | |
Sep 17, 2015 at 19:28 | comment | added | Zenadix | +1 for modelling your game after RuneScape. I love that game. | |
Sep 17, 2015 at 16:10 | comment | added | corsiKa | To be perfectly frank, many games solve this using a DSL - a custom scripting language specific to the game. | |
Sep 17, 2015 at 15:26 | history | tweeted | twitter.com/#!/StackGameDev/status/644532788759261184 | ||
Sep 17, 2015 at 14:13 | answer | added | Philipp | timeline score: 23 | |
Sep 17, 2015 at 13:29 | comment | added | Mike Hunt | If an item was un-tradable, instead of "Drop" it could have "Destroy" | |
Sep 17, 2015 at 13:27 | comment | added | ashes999 | Looking at your list of commands, with the exception of "Equip," it seems like all of them are generic and apply regardless of what the item is -- take, drop, description, move here, etc. | |
Sep 17, 2015 at 13:19 | history | edited | Vaillancourt♦ | CC BY-SA 3.0 |
Removed offensive material.
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Sep 17, 2015 at 13:13 | review | First posts | |||
Sep 17, 2015 at 13:19 | |||||
Sep 17, 2015 at 13:13 | history | asked | Mike Hunt | CC BY-SA 3.0 |