Menu possibilites

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Only One In All
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Menu possibilites

Post by Only One In All »

So with the availability of this fantastic new feature comes fantastic new possibilities.

What can you see being done with this, or what do you plan on doing to use this feature?

Layers opened up a whole new world for my game. The new menu editor will do just the same as well. Layers added a sense of dimension and ability to create fog effects. It's fantastical.

I was already planning on putting in a diary feature, where you collect pages that has one of your loved one's recollections of that particular day in history.
This was going to be a lot more complex to work out, but with the new menu customization, it's much much easier. :)

The menu does not show the diary option until you actually obtain it. Once you do, you can access it which, leads to another menu that has the different people you can read up on. However, tags make its you can't see any dates until you get that particular page, at which point you can scroll through and read at your leisure (note: as of now, summoning a text box causes it to appear below all menus. Unfortunately, James also says it would take a lot of rewriting the textbox code if he were to alleviate it.). There are also Back buttons on each menu, which will close the menu and go on to the previous one.

All I gotta say is this is SWEET! :D I'm already loving it. However, there is an issue where you can't close a previous menu while opening a new one. As of now, you only have the option to open up with previous menus still present, but nothing that closes a menu and opens up the new one.

I also have plans to use this menu editor extensively for another game I have in mind after Bloodlust. If all goes well, it's going to be uber awesome when I unveil what I have in store. The customizable menus is like a prayer being answered to my game creating desires and wishes. Layers and menu customization... Mike and James, you guys rock!
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Post by Newbie Newtype »

Heh. I personally have little plans for the menu that are ground breaking (other than maybe some help files and cleaning up the default menu), but I still find it a very awesome, potential ridden feature.
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Post by Blue Train »

to be honest, im still trying to figure out exactly what i can do with it. i figure ill start small with mayby a differant colour menu colours if thats possable. im interested to see some ideas other peaple have had though.
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Post by Twinconclusive »

Well, I've started a text-based adventure game relying completely on menus.
It's a little annoying that you'll have to manually exit the numerous menus that pop-up, though.

I'm also able to make Detelamane's skill-table much easier to work with.
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Post by msw188 »

As some of you may have noticed, I am trying to construct a system similar to Dragon Warrior where every character has a unique item menu. There are still various snags, and it is still impossible for the time being due to a few outstanding bugs (I mean, feature requests), but if I can pull it off it should be FAIRLY generalizable if others would be interested in trying to use the setup.
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Post by Only One In All »

Twinspiration wrote:Well, I've started a text-based adventure game relying completely on menus.
I hope this text-based adventure game is not the same one that I have in mind. >:(
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Post by Twinconclusive »

Only One In All wrote:
Twinspiration wrote:Well, I've started a text-based adventure game relying completely on menus.
I hope this text-based adventure game is not the same one that I have in mind. >:(
I don't imagine so.
Mine isn't as complicated as yours came out to sound like.
You'll basically go through dungeons, collect items, and etcetera.
Granted, this will take one hell of a lot of tags. :v:
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Post by msw188 »

Does the bitset "close menu if selected" not work? It is a bitset that can be set individually to each menu choice. That will help take care of some of the problems mentioned here. Even more beautiful would be a plotscripting command "close menu(handle)", which I'm pretty sure was planned but I'm not sure if it is implemented yet.
as of now, summoning a text box causes it to appear below all menus
As long as that bitset is working, you can get the desired functionality by having menues close when their selection is picked, and then have the textbox link to a script that recalls the diary menu. Or you can position the menu so that it is not over top of the text box.
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Only One In All
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Post by Only One In All »

The problem with the 'close menu if selected' bitset is that if you choose to call up another menu and want to use the close menu bitset at the same time, nothing happens at all. I guess an alternate method would be to make it run a script after the menu closes to call up the menu, but I don't think there are any commands for that yet, and it'd be more of a hassle.
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Post by msw188 »

That sounds like a bug to me. A menu-choice that opens a new menu, but is set to close menu upon selecting, ought to close the previous menu, not the menu that it is going to open. Or so it seems to me. I wonder if James is reading this...
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Post by Bob the Hamster »

msw188 wrote: I wonder if James is reading this...
No, I am not. But I was reading <a href="http://gilgamesh.hamsterrepublic.com/cg ... =533">this </a>:)
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