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Super Slime
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 PostThu Jun 02, 2011 12:39 am
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I'm not in love with your font, but the rest of that screen is fantastic.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
 
 PostMon Jun 06, 2011 10:53 am
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Sadly enough, the font's the only thing I did totally by hand; pixel-by-pixel. Gonk

Anyways, what kind of font would you recommend? I want something that's kinda rune-y, old-fashioned, but still clear to read at such lowrez visuals.
 
 PostThu Jun 16, 2011 2:23 pm
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Yeah, so here's the uncompleted, un-palette-fixed, second screen... so far:



A few questions: first, is there a way to see if there's simply a text box THERE, on screen, nothing else?

Um... also, imagine a game screen. There's a tab in the upper left. You touch the tab with your cursor, and the main menu slides out. <THIS IS DONE

Now, imagine that, when you move the cursor OFF the menu, it slides back in<--- THIS IS NOT DONE.

How would this be achieved? I tried using "If (not (slice collide (gamemainmenu, mouse))) then..." but, obviously, that slid the menu back in repeatedly, whenever the cursor wasn't touching the menu. I also tried activating a variable when the menu was open, and using the "If (not)" code only if the variable was on. That didn't work either, and I don't know why. Help would be... helpful. Thanks.
Liquid Metal King Slime
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 PostThu Jun 16, 2011 3:31 pm
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J_Taylor wrote:
A few questions: first, is there a way to see if there's simply a text box THERE, on screen, nothing else?


Code:
if(current text box >= 0) then(


J_Taylor wrote:

Now, imagine that, when you move the cursor OFF the menu, it slides back in<--- THIS IS NOT DONE.

How would this be achieved? I tried using "If (not (slice collide (gamemainmenu, mouse))) then..." but, obviously, that slid the menu back in repeatedly, whenever the cursor wasn't touching the menu. I also tried activating a variable when the menu was open, and using the "If (not)" code only if the variable was on. That didn't work either, and I don't know why. Help would be... helpful. Thanks.


You were on the right track with setting a variable when the menu is open.

Maybe something like this?

Code:

if(menumode) then(
  if(not(slice collide (gamemainmenu, mouse))) then(
    slide back in
    menumode := false
  )
)else(
  if(slice collide (gamemainmenu, mouse)) then(
    slide out
    menumode := true
  )
)
 
 PostThu Jun 16, 2011 3:57 pm
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Oh, the menu works like a charm now! Thanks! Why didn't I think of putting an if/then inside an in/then? Something to keep in mind, anyways...

I'll update that text box request if/when I run into any problems. That was what I was going to work on while I waited to fix the main menu. Haven't gotten back to the text boxes yet.
 
 PostMon Jun 20, 2011 11:08 am
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Bahbahbahbahbah BAH!!!! What a surprise! I ran into another issue. Basically, I'm trying to load the buttons FOR the main menu in-game. But... it ain't workin'.

Code:
script, Game Mouse, begin
  set slice x (MouseCursor, mouse pixel x)
  set slice y (MouseCursor, mouse pixel y)

  if (menumode) then (if (not (slice collide (gamemainmenu, MouseCursor))) then (
    slide back in
    menumode := false))
  else (if (slice collide (gamemainmenu, MouseCursor)) then (
    (slide out),
    (if (GameMainMenuSlicesOn := 0) then (GameMainMenuSlices)),
    (menumode := true)))

  if ((menumode), && (slice contains (MapButtonHolder, MouseCursor))) then (set slice visible (MapButton, on))
    else (set slice visible (MapButton, off))

  slice to front (MouseCursor)
  set timer (timer:mouse, 0, 1, @Game Mouse)
end

script, slide back in, begin
  put slice (GameMainMenu, -30, 0), wait (1)
  put slice (GameMainMenu, -35, 0), wait (1)
  put slice (GameMainMenu, -40, 0), wait (1)
  put slice (GameMainMenu, -45, 0), wait (1)
  put slice (GameMainMenu, -50, 0), wait (1)
  put slice (GameMainMenu, -55, 0), wait (1)
  put slice (GameMainMenu, -60, 0), wait (1)
  put slice (GameMainMenu, -65, 0), wait (1)
  put slice (GameMainMenu, -70, 0), wait (1)
  put slice (GameMainMenu, -75, 0)
end

script, slide out, begin
  put slice (GameMainMenu, -70, 0), wait (1)
  put slice (GameMainMenu, -65, 0), wait (1)
  put slice (GameMainMenu, -60, 0), wait (1)
  put slice (GameMainMenu, -55, 0), wait (1)
  put slice (GameMainMenu, -50, 0), wait (1)
  put slice (GameMainMenu, -45, 0), wait (1)
  put slice (GameMainMenu, -40, 0), wait (1)
  put slice (GameMainMenu, -35, 0), wait (1)
  put slice (GameMainMenu, -30, 0), wait (1)
  put slice (GameMainMenu, -25, 0)
end


I tried putting the button stuff inside the script about it, but it didn't work there, either. help?
 
 PostThu Jun 30, 2011 2:00 pm
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Um... help? Nobody knows how to fix this?

EDIT: Side note - how do I write a script to write a map? Can't figure that out. I know I ran across a site created by a ohr user (Moogle maybe?) that described a bunch of scripts, and this was one of the subjects, but I don't remember where it is.
Liquid Metal King Slime
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 PostThu Jun 30, 2011 3:15 pm
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I think I found the problem. You wrote:

Code:
if (GameMainMenuSlicesOn := 0) then (GameMainMenuSlices)


when I think you meant to write:

Code:
if (GameMainMenuSlicesOn == 0) then (GameMainMenuSlices)



Alos, just a minor suggestion; you can make your slide scripts simpler with for loops

Code:
script, slide back in, begin
  variable(i)
  for(i, -30, -75, -5) do(
    put slice (GameMainMenu, i, 0), wait (1)
  )
end

script, slide out, begin
  variable(i)
  for(i, -70, -25, 5) do(
    put slice (GameMainMenu, i, 0), wait (1)
  )
end
 
 PostThu Jun 30, 2011 4:08 pm
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Well, fixed one issue. Thank you for that. The next problem is a "INVALID SLICE HANDLE 0" error when trying to run the game. I've isolated it to this line:

Code:
    else (set slice visible (MapButton, off))


The script works correctly when I tell it to do something else, RATHER than set the slice invisible, so it recognizes what to do, and it obviously recognizes the slice, as the slice appears when the menu is out. I don't even get what the script isn't reading...
Liquid Metal King Slime
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 PostThu Jun 30, 2011 4:20 pm
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J_Taylor wrote:
Well, fixed one issue. Thank you for that. The next problem is a "INVALID SLICE HANDLE 0" error when trying to run the game. I've isolated it to this line:

Code:
    else (set slice visible (MapButton, off))


The script works correctly when I tell it to do something else, RATHER than set the slice invisible, so it recognizes what to do, and it obviously recognizes the slice, as the slice appears when the menu is out. I don't even get what the script isn't reading...


That error means that the MapButton variable is 0.

Is that script being run before the script that puts the slice handle into the MapButton variable?
Slime Knight
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 PostThu Jun 30, 2011 4:23 pm
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Looking good, Do you want any help with the graphics? I'm interested in your Project.

Might want to have clerics.
 
 PostThu Jun 30, 2011 5:01 pm
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Quote:
That error means that the MapButton variable is 0.

Is that script being run before the script that puts the slice handle into the MapButton variable?


No. That script is run immediately after the slices setup script. But how is the script not getting the MapButton variable, even though it got the the line before, as shown, as the line before works perfectly?

Code:
  if ((menumode), && (slice contains (MapButtonHolder, MouseCursor))) then (set slice visible (MapButton, on))
    else (set slice visible (MapButton, off))



Quote:
Looking good, Do you want any help with the graphics? I'm interested in your Project.

Might want to have clerics.


I appreciate the offer, but I'm a strong believer in consistent visuals. So, unless your style is very similar to mine, I'm afraid I have to decline.

As for clerics, I'd consider it, except that right now, I've got 36 character combinations I need to unique-ulize (not a word), and adding another class would make it 48. I don't really want to handle that. Perhaps in an add-on, once the game is done, now that I consider it...


EDIT: Proof I'm working on more than just the scripting:



The tree is unfinished, obviously. Needs one to three more colors. The "cliff walls" aren't done, either. I've got quite a bruise on my forehead from banging it against walls repeatedly. Why? Still trying to get them looking good.
Liquid Metal King Slime
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 PostThu Jun 30, 2011 5:10 pm
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J_Taylor wrote:

No. That script is run immediately after the slices setup script. But how is the script not getting the MapButton variable, even though it got the the line before, as shown, as the line before works perfectly?

Code:
  if ((menumode), && (slice contains (MapButtonHolder, MouseCursor))) then (set slice visible (MapButton, on))
    else (set slice visible (MapButton, off))



if menumode is false, the else will be run all the time.

Maybe you want:

Code:
if (menumode) then (
  if (slice contains (MapButtonHolder, MouseCursor)) then (
    set slice visible (MapButton, on)
  ) else (
    set slice visible (MapButton, off)
  )
)
 
 PostThu Jun 30, 2011 5:12 pm
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Thanks, James. Again, I was on the right track, but not quite there. Gives me hope anyways. I'll give this a shot. It's also the general problem I had getting the hero/NPC conversations working well.

EDIT: Hm... maybe not. The script works fine with the change, but I want the slice to be invisible except when the menu is open. It's staying visible. So I tried to move the else outside the inner if/then script, and I get the same error I got before.

Um... messed around a little more and now it's saying MapButtonHolder doesn't exist, even though I call it before.

EDIT AGAIN: Nevermind. Discovered I had a useless step I was taking, omitted it, and it's working now. Thanks!
Slime Knight
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 PostThu Jun 30, 2011 8:03 pm
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Quote:

As for clerics, I'd consider it, except that right now, I've got 36 character combinations I need to unique-ulize (not a word), and adding another class would make it 48. I don't really want to handle that. Perhaps in an add-on, once the game is done, now that I consider it...

48 isn't so bad. I mean mostly you're just going to be editing between the 6 you have. So what's 12 more? I'd recommend you go ahead with it rather than doing 'add-ons".
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