




Scanline interrupt progress for slick menus!
Ok this will be my final post on this stuff, but I'm a bit proud of how dialogue box turned out in the end. It really contrasts well with a lot of the backgrounds and adds a bit of visual pop to it (well maybe not the map screen - gotta change that background color.)
Honestly it was really tempting to make it look like ff6 and 7's menus with the blue gradient, but I think I found something that give's it it's own distinct look.
If you're wondering how this was accomplished, I basically modified the Scanline FX plugin to change the 4th color entry for the 8th palette at specific vertical breakpoints based on where the scanline was. GBDK has very useful tools to do this, and you can get away with using a switch statement if you keep the number of breakpoints to a reasonable number (8 is what what I went with.)
This works fine if you're just rendering the gradient in the background, or if your dialogue boxes are always at the bottom of the screen, however different story if they're at the top though! You have to find a way for it to continue to render the background after rendering the window.
Well with the help of AI I found a decent solution, but I still need to finesse the code myself to make the experience that more polished.
Oh, before anyone get's any ideas, I don't use AI for anything other than programming. I make my own art, sound effects, and (terrible) music - seriously I might need to find a composer...
I probably should do a blog post on my itch.io page and go in depth at some point since this was quite a learning experience.
In any case, as a bonus I also included an animation I shared on my x account of some of the menu frames I was considering before settling on the beveled look.
Hope you all found this interesting, and maybe it will encourage you to give this a shot too!
-Nigel