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PostPosted: Mon, 10 Feb 2014 01:33 
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Joined: Wed, 18 Dec 2013 09:56
Posts: 101
Where can I snag a copy of the MAD demo? I'd love to see that. I suppose I could just sit through Blake's Youtube videos, but I'd prefer to interface with the program myself.

Also, glad I'm not the only one in school right now. I decided to go for a post-baccalaureate in Computer Science. I'm in MASM hell right now, but the degree program has been amazing and really refined my skills.

The good news is that I can definitely modify the top bar! I actually refinished it already and added that highlighting affect during mouse roll over. The downside to adding the options button is a loss of the bookend graphics for the top bar. It's not a critical loss, but I don't want it to look jam-packed either.

I'll see what I can do once I finished with these sprites. I spent hours upon hours hunting down stray pixels (or is the plural of pixels just pixel?) only to discover that GIMP was improperly saving my transparency settings. It's an easy fix, but I have to hunt down every sprite among hundreds that I've worked on this weekend. Hopefully, I can get this corrected before anyone notices...

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"What good is knowledge and wisdom if you can't use it?" - Erasmus


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PostPosted: Mon, 10 Feb 2014 01:45 
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Posts: 101
Never mind. Blake's Sanctum to the rescue! I found his link to the MAD demo and will check it out soon.

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"What good is knowledge and wisdom if you can't use it?" - Erasmus


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PostPosted: Wed, 12 Feb 2014 09:58 
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Joined: Mon, 27 Jan 2014 21:45
Posts: 65
So I decided to create a new script called AssistingFunctions for some code, simply because I couldn't figure out a good place to put it. If you know of a better place, please put it there, or we could keep the script and use it for helping-functions that could be called anywhere.

Anyhow, here's the code, I kinda pleased with how neat and simple it turned out. This uses the same option screen as the one in-game, but deactives the buttons we don't want to be pressable.

Put the following function in AssistingScript.asc
Code:
function disableOptionGUIButtons(bool visible)
{
    btnSaveGame.Visible = visible;
    btnLoadGame.Visible = visible;
    btnRestartGame.Visible = visible;
    btnQuitGame.Visible = visible;
}


Put the following line in AssistingScript.ash
Code:
import function disableOptionGUIButtons(bool visible);


Edit the following function in room100.asc
Code:
function hOPTION_Interact()
{
  gOptions.Visible = true;
}

In room100, I made the following function by using the Event-section of AGS
Code:
function room_AfterFadeIn()
{
  disableOptionGUIButtons(false);
}


And similar for leaving
Code:
function room_Leave()
{
  disableOptionGUIButtons(true);
}


This is polish, but it should be fixed because it's super annoying, remove following function in GlobalScript.asc
Code:
function gOptions_OnClick(GUI *theGui, MouseButton button)
{
  gOptions.Visible = false;
}


EDIT: I just noticed that the function name "disableOptionsGUIButtons" is misleading considering what it does, feel free to change it to something more appropriate.


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PostPosted: Thu, 13 Feb 2014 13:40 
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The gOptions_OnClick was just for testing while I was working on the Options GUI. It'll be taken out with the next update (which will also include the inventory GUI fix). I'll check out the rest of your code when I get a chance.

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"What good is knowledge and wisdom if you can't use it?" - Erasmus


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PostPosted: Mon, 17 Feb 2014 17:05 
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Glory Hound
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Joined: Mon, 27 Jan 2014 21:45
Posts: 65
Aside from the detail slider, the option menu is fully implemented and works like you would expect of a good ol' sierra game, so I'll mark this thread as "Implemented". I'll start on the "ReRoll" button in the character sheet next.


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