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 PostThu Feb 24, 2011 11:11 pm
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So THAT has been solved, but now the mouse isn't working with the new slice format. What am I doing wrong here?

Code:
include, plotscr.hsd
include, Alliance.hsi

define constant (0, timer:mouse)
global variable (0, mouse cursor)

plotscript, new-game, begin
 menu1
end

script, menu1, begin
  variable (menu1 slice collection, menu1 slices)
  init mouse
  mouse region (-1, -1, -1, -1)
  mouse cursor := load walkabout sprite (0)

  menu1 slice collection:= load slice collection (0)
  menu1 slices := lookup slice (sli:Menu1 Slice Holder, menu1 slice collection)
end

script, menu1 buttons, begin
  set slice x(mouse cursor, mouse pixel x)
  set slice y(mouse cursor, mouse pixel y)

  if (slice contains (sli:Menu1 Button Load, mouse cursor))
    then (set slice visible (sli:Menu1 Button LL, sli:Menu1 Button LR))
  if (slice contains (sli:Menu1 Button New, mouse cursor))
    then (main menu)
  if (slice contains (sli:Menu1 Button Options, mouse cursor))
    then (main menu)
  if (slice contains (sli:Menu1 Button Quit, mouse cursor))
    then (game over)

  set timer (timer:mouse, 0, 1, @menu1 Buttons)
end
Liquid Metal King Slime
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 PostThu Feb 24, 2011 11:25 pm
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The most recently created slice or most recently loaded slice collection goes on top.

So you should load the slice collection first, and then create the mouse cursor after that...

or you can create the mouse cursor at the beginning, but then bring it to the front after you load the slice collection
 
 PostFri Feb 25, 2011 12:39 am
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Code:
...

  if (slice contains (sli:Menu1 Button Quit, mouse cursor))
    then (game over)

 [b] slice to front (mouse cursor)[/b]

  set timer (timer:mouse, 0, 1, @menu1 Buttons)
end


Added this, and it still isn't working. The last "end" there, by the way, is the end of the whole document.
 
 PostMon Feb 28, 2011 12:24 pm
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Um... I tried various ways to figure out the problem, but the biggest glitch I find in my scripting is the mouse. I can't get the mouse to work with this new setup, and I can't figure out a new script along the lines of the old one. Could somebody step me through the steps to get mouse capabilities with the latest nightly?
 
 PostWed Mar 23, 2011 3:19 pm
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Nevermind. Switched back to stable, and that's what I'm using.

Updated:
-The main menu is fully functional.
-Clicking on NEW GAME brings you to the NEW GAME menu
-Clicking on BACK brings you back to the main menu
-Each of the check boxes checks individually
-NPCs show up in the areas they should

Things still to be changed:
-Clicking different check boxes doesn't change the NPCs
-The NPCs aren't animating
-There is no hero sprite (because I haven't drawn them...)
-Character generation screen #2
Liquid Metal King Slime
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 PostWed Mar 23, 2011 3:24 pm
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J_Taylor wrote:
Nevermind. Switched back to stable, and that's what I'm using.


What? Why? Was there a bug in the nightly that stopped you from using it? If so, I would like to know, so I can... you know... fix it! :)

The mouse support should be exactly the same in the stable and the nightly. And if you have a script that works in the stable and not in the nightly, that would be considered a serious bug.
 
 PostWed Mar 23, 2011 3:46 pm
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It was the exact same mouse script. For some reason, the nightly wasn't reading it or something. No errors, no alerts, no mouse, no nothing. I could probably try to get the latest, but I'd like to get the main scripts done first.

Any suggestions as to how to organize the NPC changing? It's not replacing them, but I think that's my problem.
Liquid Metal King Slime
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 PostWed Mar 23, 2011 4:27 pm
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J_Taylor wrote:
It was the exact same mouse script. For some reason, the nightly wasn't reading it or something. No errors, no alerts, no mouse, no nothing. I could probably try to get the latest, but I'd like to get the main scripts done first.


Would you mind sending me a copy of your RPG file and the script? I would like to test on stable and nightly and compare the results, and hopefully find the source of the bug.

J_Taylor wrote:
Any suggestions as to how to organize the NPC changing? It's not replacing them, but I think that's my problem.


This is for the NPCs that show the preview of the character you are creating?

Are you using "Alter NPC" or are you using "destroy NPC" + "create NPC". Either method should work, although I kinda think that "Alter NPC" would probably be easier.
 
 PostWed Mar 23, 2011 6:31 pm
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Yeah, I can PM you the file w/the game attached.

Oh... didn't see "Alter NPC". I was trying to use "replace walkabout", but "Alter NPC" should be WAY easier...

Would that work for the hero battle graphic, too? And yes, I'm referring to the one that previews your character.

EDIT: I tried "alter NPC". They're done. Now I just need to shove them into the exact right pixel, and work on the Hero graphics, and then the first character generation menu will be done!
Liquid Metal King Slime
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 PostWed Mar 23, 2011 7:11 pm
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J_Taylor wrote:
Oh... didn't see "Alter NPC". I was trying to use "replace walkabout", but "Alter NPC" should be WAY easier...


replace walkabout doesn't work on NPCs, it only works on sprite slices (which might have an NPC graphic in it, but that does not mean the NPC has to exist)

J_Taylor wrote:
Would that work for the hero battle graphic, too? And yes, I'm referring to the one that previews your character.


NPCs have no battle graphics. You will have to use sprite slices for that, there is no other way.
 
 PostThu May 19, 2011 11:05 pm
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Well, posted an update on another thread here, and it seemed well taken. So here's the update between then and now:



Yes, the buttons work. The image "rotates" 360 degrees, at 45 degree increments. I've got simple placeholder#2 graphics done for:

Male Human
Male Elf
Male Dark Elf
Male Troll
Female Troll

Once I get placeholder#2s done for all of them, I'll define looks between rogue, warrior and mage. I'd like further customization, but that won't happen 'til I get a new specific feature.

PLAN FOR NEXT WEEK: Have all the placeholder#2s done, hopefully all the final images done, and be working on the title sequence.
Liquid Metal Slime
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 PostFri May 20, 2011 3:13 am
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J_Taylor wrote:
Once I get placeholder#2s done for all of them, I'll define looks between rogue, warrior and mage. I'd like further customization, but that won't happen 'til I get a new specific feature.

Nothing wrong with that.

Here's a quick idea: Palette swaps. I would imagine this would be really simple, and last I checked, getting to pick your favorite color is something everyone likes. It could even occupy that blank space between "BACK" and "NEXT" with numerical option-buttons for various palettes.
If, however, this is NOT simple to pull off, or if it causes unexpected problems later in the game, by all means ignore it. Functionality comes before fancy odds and ends.
 
 PostThu May 26, 2011 1:11 pm
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Palette swaps? Like, a ton of palettes and choosing a specific one for the series of choices the player made? I considered that, but I think I'll stick to what I have for this game and request a few new coding things (if we're still doing that...)
 
 PostThu May 26, 2011 6:39 pm
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Quote:
PLAN FOR NEXT WEEK: Have all the placeholder#2s done, hopefully all the final images done, and be working on the title sequence.


Placeholder#2s are done. The second and third were kind of unrealistic. FOr the final images, I need to design 36 unique outfits/looks that define the characters. I've got 1 fully done, and 7 designed and colored, but not shaded.

PLAN FOR NEXT WEEK: Finish all the male rogues completely, and have the female rogues designed and colored, preferably done as well.
 
 PostWed Jun 01, 2011 11:43 pm
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Quote:
PLAN FOR NEXT WEEK: Finish all the male rogues completely, and have the female rogues designed and colored, preferably done as well.


Ooooh... I'm not doing so well. I looked at my palette, realized it didn't work, so tried to replace it with a new, better-for-the-tone-of-the-game palette, and realized that my menus didn't reflect the feel of the game, either. So... total re-do:



PLAN FOR NEXT WEEK: Finish all the male rogues completely, and have the female rogues designed and colored, preferably done as well. Maybe I'll actually do it this time. Kamina
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