Search found 1328 matches

by JSH357
Wed Aug 18, 2010 7:42 pm
Forum: Game Discussion
Topic: Problem with Menu Flow
Replies: 28
Views: 4442

Side note: I solved that problem by loading more sprites to 'mask' the ones i want to hide. Easy enough!
by JSH357
Fri Aug 13, 2010 1:52 am
Forum: Game Discussion
Topic: Problem with Menu Flow
Replies: 28
Views: 4442

A minor bug that has come up while coding this: Somethings "set sprite visible" seems to affect completely unrelated sprites (well, they might be siblings, but definitely not parents). I have a script that shows about 100 slices on the screen, 50 on each side. Two independent scripts set u...
by JSH357
Wed Aug 11, 2010 1:00 am
Forum: Game Discussion
Topic: Motrya Journal, Take Two
Replies: 17
Views: 6934

Thanks, Blue Train! Quick Update, I am making some big progress on the trading card game. Still only have (most of) the menus usable. Here is a preview: <object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/UPbVGR8QVDo&hl=en_US&am...
by JSH357
Wed Aug 11, 2010 12:58 am
Forum: Game Discussion
Topic: Problem with Menu Flow
Replies: 28
Views: 4442

Oh, cool! That might help in my submenu in which you actually build the deck, which I'm hoping isn't as big a nightmare as I anticipate. The menu for CARD GAME ABILITIES worked out fine with just standard scripting. EDIT: I changed my scripts to use the commands you mentioned. Works just as well, gu...
by JSH357
Tue Aug 10, 2010 11:50 pm
Forum: Game Discussion
Topic: Problem with Menu Flow
Replies: 28
Views: 4442

In order to make the card appear, I either have to close the menu so the slices will show up or Allow Gameplay & Scripts so the slices will appear. If I allow gameplay and scripts, Extra Data will not work, so I cannot use my original code. As far as I know there is no convenient method of sendi...
by JSH357
Tue Aug 10, 2010 10:13 pm
Forum: Game Discussion
Topic: Problem with Menu Flow
Replies: 28
Views: 4442

Hmm... so currently, in order to: 1) Have the card appear next to the menu and 2) Not close the menu every time I want to display a new card Basically, I have to have each menu item set a different tag ON, then loop through a while to see which of these tags is ON, then run off my switchboard script...
by JSH357
Tue Aug 10, 2010 9:53 pm
Forum: Game Discussion
Topic: Problem with Menu Flow
Replies: 28
Views: 4442

Do you have the "suspend gameplay" bit turned off or on for this menu? If "suspend gameplay" is turned ON, then the script will not be run until the menu is gone, and the first three script arguments will be filled with the menu extra data. If "suspend gameplay" is tur...
by JSH357
Tue Aug 10, 2010 8:11 pm
Forum: Game Discussion
Topic: Problem with Menu Flow
Replies: 28
Views: 4442

Well then, new problem. I have no explanation for this; let's see if anyone else can guess. Here's a video I made that shows it in action with commentary: PSYCHE tl;dw version: Extra data bit 0 seems to always come out as 12 higher than it should for me when passed as an argument. Extra data 1 and 2...
by JSH357
Tue Aug 10, 2010 6:00 pm
Forum: Game Discussion
Topic: Problem with Menu Flow
Replies: 28
Views: 4442

Hey James, sorry it took me so long to get to this, but I've been testing and so far everything works awesome! You rock!
by JSH357
Thu Aug 05, 2010 4:20 pm
Forum: Game Discussion
Topic: Problem with Menu Flow
Replies: 28
Views: 4442

Re: Problem with Menu Flow

The script triggered on close should only happen when you close the menu with ESC or with a menu item that has the bitset for closing the menu... that must be what you are using, right? Sounds like I need to add a menu item bitset "don't run the on-close script" Yes, that's what I'm using...
by JSH357
Thu Aug 05, 2010 3:35 pm
Forum: Game Discussion
Topic: Problem with Menu Flow
Replies: 28
Views: 4442

I think I get what you're saying here. I've traditionally used something like this: menu id &#58;= open menu&#40;1&#41; while &#40;menu is open&#40;menu id&#41;&#41; do &#40; if &#40;pressed cancel key&#41; then &#40;close menu&#40;menu id&#41;&am...
by JSH357
Thu Aug 05, 2010 3:03 pm
Forum: Game Discussion
Topic: Problem with Menu Flow
Replies: 28
Views: 4442

Oh, I see! We didn't have "close scripts" when I was doing Tales 2, so what I did (I'm pretty certain) was to not allow menues (besides the main menu) to be cancelled by ESC, and instead write a separate menu choice "cancel" for closing the menu and bringing back the main menu. ...
by JSH357
Thu Aug 05, 2010 4:13 am
Forum: Game Discussion
Topic: Problem with Menu Flow
Replies: 28
Views: 4442

Make the close script check for the menu tag. I actually have done this already, and it still didn't work. I also had to implement a lot of inefficient scripting to make sure the tag was off when it needed to be. At this point the only solution that seems like it would really work to me would be to...
by JSH357
Thu Aug 05, 2010 3:35 am
Forum: Game Discussion
Topic: Problem with Menu Flow
Replies: 28
Views: 4442

Isn't there a bitset for having menu selections close their current menu? I think this should be enough for what you're describing, but I have to admit that I'm pretty tired at the moment. Yes and I'm using it, and it's the problem. When you make the selection the menu closes, double-triggering bot...
by JSH357
Thu Aug 05, 2010 3:09 am
Forum: Game Discussion
Topic: Problem with Menu Flow
Replies: 28
Views: 4442

I am opening submenus from the main menu. Why would I use text boxes?