Advanced Menu Template

  • #10, by MathieuFriday, 20. December 2013, 15:12 9 years ago
    I don't know, I've erased these rollover buttons, thinking comeback on it later.

    Newbie

    38 Posts


  • #11, by curiousbearMonday, 23. December 2013, 00:01 9 years ago
    EDIT: Nevermind. I got it! Didn't check the actions!

    AFRLme I wonder if you can help me out here.

    I'm working on the Advanced Menu and right now I'm having a slight issue

    I have set that when the cursor enters the area the active button will become visible, and when the cursor leaves the area the opacity will be changed to zero. Here's the problem: When I open the menu the options are set as active even if I'm not over the are, but after I enter and exit the target area it starts acting as it should.

    What could be wrong?

    Newbie

    9 Posts

  • #12, by afrlmeMonday, 23. December 2013, 19:11 9 years ago
    if you want button(s)/object(s) to be invisible on scene load then you need to hide each object in an "at begin of scene" action with the "set object visibility" action part.

    Imperator

    7211 Posts

  • #13, by gustyTuesday, 24. December 2013, 08:33 9 years ago
    Hey AFRLme! Another question for you, pal smile Your template has the same issue as glenfx's tutorial had. I'm talking about save position placement where you pick whatever free position for saving you want but still after clicking SAVE button it would save on the next availably following position. What is worse is that "delete" button works the same way!! So you pick let say second from 3 taken's save position, you hit delete and voila, last (=third) save position would delete. Any idea how to fix that? Otherwise, I love your menu templete, thanks for sound and music volume settings workflow!

    Forum Fan

    159 Posts

  • #14, by afrlmeTuesday, 24. December 2013, 11:25 9 years ago
    no it doesn't delete the last save position... it deletes the one you selected but it instantly shifts the other saves down 1 position.

    make it so it adds the date/timestamp underneath the saves & you will be able to see what it's doing.

    it's how the save system works (vs side) & has nothing to do with me or Glen.

    the only way to create a save menu how you want it would be to manually create one yourself with the autosave system... getting it to display images might be a it tricky but you could have it display current scene name, the date & time, current playtime &/or game completion percentage etc, if you don't mind using a limited amount of save slots.

    I think the sound script was made by Einzelkaempfer. I have since created my own version which requires less lines of code but I think back when the original script was written, we didn't have the event handler for mainLoop or mouseEvent.

    P.S: has I have already mentioned in another thread: there will be 2 new sound control options available in the next release, which are: "global" & "movie", which will allow you to set a master volume level which will affect all the other 4 options while still allowing you to control the other 4. the movie one will allow you to set audio levels for your videos.

    Imperator

    7211 Posts

  • #15, by gustyWednesday, 25. December 2013, 08:25 9 years ago
    I actually don't like images (thumbnails) of save positions at all. I would love to have kind of oldschool save system with text only, but with a feature of manually typing the name of save slot - impossible in VS without lua, huh?
    Just like that: time 5:10 -- http://www.youtube.com/watch?v=4G1pYlWjU9o

    And I'm absolutely fine with limited amount of save slots.

    Forum Fan

    159 Posts

  • #16, by afrlmeWednesday, 25. December 2013, 13:12 9 years ago
    yeah it would be possible with the key input actions, values & a bit of lua, but would require a bit of work as you would need an animation for each character containing all the letters of the alphabet & then some in which you could control the frame for each animation so it displays the correct character.

    if you were to do that then the best idea would be to limit the amount of characters the player can type as well as some of the special characters/symbols etc.

    most simplest solution would be to have image versions of scene names to show on save based on location you are saving from. percentage, play times & date/time is a little bit trickier as you need to split the number values into individual characters but it is posible as I just recently created & scripted a working percentage display for the new sound volume control script I have been working on for Thomas in which it updates the percentage of currently selected volume in real time with just over 30 frames of animation instead of 102 frames of animation by checking the amount of characters in the percentage & then splitting them into individual numbers which I then used to set the frames for the 3 animations which contained numbers 0-9 & then a final blank animation frame.

    I will mock up a demo version to share on here sometime after christmas/new year.

    Imperator

    7211 Posts

  • #17, by mister248Tuesday, 20. January 2015, 11:23 8 years ago
    Hello AFRLme,

    thanks for sharing your awesome Advanced Menu Tutorial!
    It's perfect for learning and starting an own project.

    Unfortunately the character text is not working if you export your game to a PC exe.
    In the editor everything is fine, even if you add new text monologs or change the font.

    But why is the exported game not showing character text?
    Does anybody have a clou?


    Newbie

    2 Posts

  • #18, by afrlmeTuesday, 20. January 2015, 12:19 8 years ago
    Very strange. Could be some bug to do with taking a 3.7.1 project & saving/running it in 4.x.

    P.S: I might not have actually made this in 3.7.1 either. I started using team builds of the unreleased 3.8 not long after I joined the forum/team. So in other words the bug could extend from anywhere. Also there was no errors written to the log file, therefore I'm not even sure where to begin debugging the issue.

    Imperator

    7211 Posts

  • #19, by mister248Tuesday, 20. January 2015, 15:55 8 years ago
    Thanks for your quick feedback!

    The problem is not a result of converting:
    If you are opening your file in 3.7.1 and then exporting a PC exe from 3.7.1, the text problem is still the same in the exe.

    What's interesting: If you add an interface+inventory in your file, the interface text like "walk to" is displayed, even when you export the game to an exe.
    So it's not a general problem of the font or displaying text. It's just the character monolog/dialog text which makes trouble.

    Adding a completely new character who is talking does not change anything: The monolog text is only displayed in the editor, not in the exported game.

    I will delete some code in your file and try to localize where the problem is....but I will need luck, I am an artist, not a coder smile

    Newbie

    2 Posts

  • #20, by afrlmeTuesday, 20. January 2015, 16:09 8 years ago
    Sorry mate, I have no idea why it's doing that & well I'm not really in the mood to find out. I created that template 2+ years ago. I was intending to create a more up to date one at some point in the future, as VS has changed a lot since then, plus I have developed various new scripts & methods since I created that.

    Imperator

    7211 Posts