Re: someone fix up the tentitive joystick support in this menux class

2018-04-02 Thread AudioGames . net Forum — Developers room : ironcross32 via Audiogames-reflector


  


Re: someone fix up the tentitive joystick support in this menux class

its also worth noting that anything in the sound object like play_wait does the same thing, it pauses the entire script, so unless its like an intro, outro or some cutscene or clip, I wouldn't use it often, certainly not during gameplay because your entire script pauses.

URL: http://forum.audiogames.net/viewtopic.php?pid=357937#p357937




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Re: someone fix up the tentitive joystick support in this menux class

2018-04-02 Thread AudioGames . net Forum — Developers room : cartertemm via Audiogames-reflector


  


Re: someone fix up the tentitive joystick support in this menux class

keep in mind, wait is pausing the entire script. As many have said, bad news unless your operating on extremely small values. Anything above about 10 I would use timers for, and those timers to pause the specified operation. You've gotta think of every possibility.

URL: http://forum.audiogames.net/viewtopic.php?pid=357910#p357910




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Re: someone fix up the tentitive joystick support in this menux class

2018-04-01 Thread AudioGames . net Forum — Developers room : ironcross32 via Audiogames-reflector


  


Re: someone fix up the tentitive joystick support in this menux class

yes, exactly. If it is missing inputs, it will degrade the experience for the controller users.

URL: http://forum.audiogames.net/viewtopic.php?pid=357843#p357843




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Re: someone fix up the tentitive joystick support in this menux class

2018-04-01 Thread AudioGames . net Forum — Developers room : Munawar via Audiogames-reflector


  


Re: someone fix up the tentitive joystick support in this menux class

I think even 200 milliseconds is too long. The idea is that you want your loop to spin fast enough to where it's virtually impossible for user input to not register. Even with 200 millisecond wait times, you're still only reading input five times a second.If your loop spins every 10 milliseconds, then you're reading input 100 times every second and it becomes virtually impossible to miss input.The reason in some games you have to press keys two or three times is because the wait times are too high. So, I would fix this now instead of letting it suffice for the moment as a middle ground. Because there will be people, like me, who won't hold the D-Pad down and will instead rapidly click it to move through the menu. It will interfere with usability and kill the user experience if we have to time in our heads when we need to press the D-Pad for the next input to register.

URL: http://forum.audiogames.net/viewtopic.php?pid=357840#p357840




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Re: someone fix up the tentitive joystick support in this menux class

2018-04-01 Thread AudioGames . net Forum — Developers room : jack via Audiogames-reflector


  


Re: someone fix up the tentitive joystick support in this menux class

Good call. However I will say, it was actually 200ms not 300. 300 was actually the first thing I tried while calling wait, and that is exactly what happened, but as it happens I simply decreased the time when calling wait. My interpretation is that the time it will take someone to hear the option, in the case of a new player or someone voluntarily deciding to slowly scroll through the menu for whatever reason, has smooth performance, and 200ms was in that moment  a decent meet-in-the-middle when we consider deciding responsiveness vs having no wait whatsoever and the joystick moving through all 6 of the menu options before you can let go.

URL: http://forum.audiogames.net/viewtopic.php?pid=357837#p357837




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Re: someone fix up the tentitive joystick support in this menux class

2018-04-01 Thread AudioGames . net Forum — Developers room : jack via Audiogames-reflector


  


Re: someone fix up the tentitive joystick support in this menux class

Good call. However I will say, it was actually 200ms not 300. 300 was actually the first thing I tried while calling wait, and that is exactly what happened, but as it happens I simply decreased the time when calling wait.

URL: http://forum.audiogames.net/viewtopic.php?pid=357837#p357837




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Re: someone fix up the tentitive joystick support in this menux class

2018-04-01 Thread AudioGames . net Forum — Developers room : Munawar via Audiogames-reflector


  


Re: someone fix up the tentitive joystick support in this menux class

So, having your input loop wait 300 MS is good, and it certainly solves the problem. But it shouldn't be considered as a permanent fix. The reason is that what if someone presses the D-Pad while the loop is blocked in the wait code?If you want them to be able to scroll by holding the D-Pad down, implement a wait of maybe 10 ms, and use a timestamp to control if the menu actually moves or not. Something like this:let the constant timeBetweenScrolls = 300 mslet lastScrollTime = 0while user doesn't want to exit menu and user hasn't picked an option {  if user is not holding down on the D-Pad {    let lastScrollTime = 0  } else { // if the user is holding the down direction...    if (currentTime - lastScrollTime) >= timeBetweenScrolls {      scroll menu forward      let lastScrollTime = currentTime    } // If they've been holding down on the D-Pad long enough that we can scroll  } // if user is holding down the D-Pad  sleep 10 ms} // loopivan_soto wrote:I would not call wait if I were you.Yes, a wait of 300 milliseconds is dangerous because it blocks with no possibility of moving forward for a relatively long period of time. It's always a good idea to explain why you would discourage or encourage behaviors, so that we all can learn from one another. Just saying "don't do that" doesn't help a new software developer. The reason a 300 millisecond wait time is not good is because it will give choppy input. Humans are capable of perceiving 300 millisecond time gaps; it also means that when you press a key, you only have a 1 in three (roughly) chances of that key registering because the input loop is executing only 3 times per second.

URL: http://forum.audiogames.net/viewtopic.php?pid=357815#p357815




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Re: someone fix up the tentitive joystick support in this menux class

2018-04-01 Thread AudioGames . net Forum — Developers room : Munawar via Audiogames-reflector


  


Re: someone fix up the tentitive joystick support in this menux class

So, having your input loop wait 300 MS is good, and it certainly solves the problem. But it shouldn't be considered as a permanent fix. The reason is that what if someone presses the D-Pad while the loop is blocked in the wait code?If you want them to be able to scroll by holding the D-Pad down, implement a wait of maybe 10 ms, and use a timestamp to control if the menu actually moves or not. Something like this:let the constant timeBetweenScrolls = 300 mslet lastScrollTime = 0while user doesn't want to exit menu and user hasn't picked an option {  if user is not holding down on the D-Pad {    let lastScrollTime = 0  } else { // if the user is holding the down direction...    if (currentTime - lastScrollTime) >= timeBetweenScrolls {      scroll menu forward      let lastScrollTime = currentTime    } // If they've been holding down on the D-Pad long enough that we can scroll  } // if user is holding down the D-Pad  sleep 10 ms} // loopjack wrote:You're right about figuring things out rather than having them done, and I actually fixed the problem already. Wait(300); makes a world of difference. Lol. The timer implementation would've worked except for the fact that it's just easier to have it wait a predetermined amount of milliseconds anyway. Ironically that's exactly what I was trying to tell Garrett when he was revamping the enemy system by taking out the enemy system from Scrolling Battles and adapting it from Battle Zone. Firstly, two different games, two different variable sets, two different sets of code, and a code for a game inside of a game can lead to no good. And second, I don't see how that can be satisfying, I revamped the enemy system, sure, pretty much through someone else's entire code. I totally get improving an opensource project, that's the point of code-sharing anyway. But if you really want to revamp something and have such a dedication to it, you'll learn to write your own code. Or learn off of others' code and then adapt your game to it.

URL: http://forum.audiogames.net/viewtopic.php?pid=357815#p357815




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Re: someone fix up the tentitive joystick support in this menux class

2018-04-01 Thread AudioGames . net Forum — Developers room : ivan_soto via Audiogames-reflector


  


Re: someone fix up the tentitive joystick support in this menux class

I would not call wait if I were you.

URL: http://forum.audiogames.net/viewtopic.php?pid=357806#p357806




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Re: someone fix up the tentitive joystick support in this menux class

2018-04-01 Thread AudioGames . net Forum — Developers room : jack via Audiogames-reflector


  


Re: someone fix up the tentitive joystick support in this menux class

You're right about figuring things out rather than having them done, and I actually fixed the problem already. Wait(300); makes a world of difference. Lol. The timer implementation would've worked except for the fact that it's just easier to have it wait a predetermined amount of milliseconds anyway. Ironically that's exactly what I was trying to tell Garrett when he was revamping the enemy system by taking out the enemy system from Scrolling Battles and adapting it from Battle Zone. Firstly, two different games, two different variable sets, two different sets of code, and a code for a game inside of a game can lead to no good. And second, I don't see how that can be satisfying, I revamped the enemy system, sure, pretty much through someone else's entire code. I totally get improving an opensource project, that's the point of code-sharing anyway. But if you really want to revamp something and have such a dedication to it, you'll learn to write your own code. Or learn off of others' code and then adapt your game to it.

URL: http://forum.audiogames.net/viewtopic.php?pid=357762#p357762




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Re: someone fix up the tentitive joystick support in this menux class

2018-04-01 Thread AudioGames . net Forum — Developers room : jack via Audiogames-reflector


  


Re: someone fix up the tentitive joystick support in this menux class

You're right about figuring things out rather than having them done, and I actually fixed the problem already. Wait(300); makes a world of difference. Lol. Ironically that's exactly what I was trying to tell Garrett when he was revamping the enemy system by taking out the enemy system from Scrolling Battles and adapting it from Battle Zone. Firstly, two different games, two different variable sets, two different sets of code, and a code for a game inside of a game can lead to no good. And second, I don't see how that can be satisfying, I revamped the enemy system, sure, pretty much through someone else's entire code. I totally get improving an opensource project, that's the point of code-sharing anyway. But if you really want to revamp something and have such a dedication to it, you'll learn to write your own code. Or learn off of others' code and then adapt your game to it.

URL: http://forum.audiogames.net/viewtopic.php?pid=357762#p357762




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Re: someone fix up the tentitive joystick support in this menux class

2018-04-01 Thread AudioGames . net Forum — Developers room : Munawar via Audiogames-reflector


  


Re: someone fix up the tentitive joystick support in this menux class

You can do exactly what we've covered in the last thread on this subject. Sometimes with development it's a good idea to think outside the box.Asking for tips is fine, but asking someone to do it for you won't help you learn.What you have to do is think like a computer. Why is your menu scrolling continuously as you hold the joystick's D-Pad down? Because you're not telling it to stop.Think of the code that fires when you press the D-Pad as code that's running over and over and over again. You have to control that code. Check post 12 on this topic: http://forum.audiogames.net/viewtopic.php?id=24559I go into more detail there about how input is handled.

URL: http://forum.audiogames.net/viewtopic.php?pid=357699#p357699




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someone fix up the tentitive joystick support in this menux class

2018-03-31 Thread AudioGames . net Forum — Developers room : jack via Audiogames-reflector


  


someone fix up the tentitive joystick support in this menux class

Subject says it all. Could someone fix the timer issue on this menux class, for joystick implementation. Without it the thing allows you to hold down the d-pad or axis to move through the menu.https://ln.sync.com/dl/b30987950/63jb94 … z-huv7ahyf

URL: http://forum.audiogames.net/viewtopic.php?pid=357669#p357669




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Re: the menuX class

2014-11-11 Thread AudioGames . net Forum — Developers room : burak via Audiogames-reflector


  


Re: the menuX class

Thanks a lot.

URL: http://forum.audiogames.net/viewtopic.php?pid=194572#p194572




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Re: the menuX class

2014-11-10 Thread AudioGames . net Forum — Developers room : burak via Audiogames-reflector


  


Re: the menuX class

Hi Jason, thank you a lot for your help. Maybe Im being too ungreatful here, but can you give me an example about how to use the menü? Since naming is no longer optionel, I dont know how to use it with naming. thanks a lot again.

URL: http://forum.audiogames.net/viewtopic.php?pid=194463#p194463




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Re: the menuX class

2014-11-10 Thread AudioGames . net Forum — Developers room : Jason SW via Audiogames-reflector


  


Re: the menuX class

Excerpts from the Gotcha source, with some extra comments added:In include/init.bgt:void game_init(){...menu.allow_escape = true;menu.wrap_x = true;menu.wrap_y = false;menu.max_pan = 10;menu.set_callback(menu_checks, );menu.open_path = lib.sound_path + /menu_open. + lib.default_extension;menu.close_path = lib.sound_path + /menu_close. + lib.default_extension;menu.move_path = lib.sound_path + /step1. + lib.default_extension;menu.wrap_path = lib.sound_path + /step2. + lib.default_extension;...menu.set_tts_object(speech.sapi);menu.set_speech_mode(speech.mode);...} // game_initIn include/menus.bgt:void main_menu(){string menu_position=start;...while (true){...menu.reset(false);menu.resize(5,1); // Five menu options along the X axis (Horizontal m
 enu.)/*Note here that add_item_2d and add_item_tts_2d can take x and y coordinates after the option name, though they are optional. If left out, the methods will use the next available option object.If youre not going to use horizontal menus, you dont need to call resize.*/menu.add_item_tts_2d(Start game, start);menu.add_item_tts_2d(Load game, load);menu.add_item_tts_2d(Test speakers, test);menu.add_item_tts_2d(Options, options);menu.add_item_tts_2d(Exit, exit);menu_position = menu.run_extended(Main menu. Use left/right arrow keys to select an option, enter to activate., true, menu_position, true);// run/run_extended return err if an error occurs, or esc if the escape key is pressed.speech.stop();if (menu_position == err){<
 br />log.fatal(main_menu, Failed to run menu.);} // ifelse if (menu_position == start){start_game();} // else ifelse if (menu_position == load){load_game();} // else ifelse if (menu_position == test){test_speakers();} // else ifelse if (menu_position == options){options_menu();} // else ifelse{exit_game();} // else} // while} // main_menuExcerpts from the Giftanum source (So far unreleased version):In include/menus.bgt:void main_menu(){string menu_position;menu.open_path = s/023;menu.close_path = s/022;menu.move_path = s/006;menu_position = start;...while (true){...menu.reset(false);menu.add_item_tts_1d(Start game, star
 t);menu.add_item_tts_1d(Load game, load);menu.add_item_tts_1d(View scoreboards, view);menu.add_item_tts_1d(Test speakers, test);menu.add_item_tts_1d(Options, options);menu.add_item_tts_1d(Exit, exit);menu_position = menu.run_extended(Main menu. Use arrow keys to select an option, enter to activate., true, menu_position, true);speech.stop();if (menu_position == err){log.fatal(main_menu, Failed to run menu.);} // ifelse if (menu_position == start){difficulty_menu();} // else ifelse if (menu_position == load){load_game();} // else ifelse if (menu_position == view){scoreboard_menu();} // else ifelse if (menu_position == test){test_speakers();} // else ifelse if (menu_position == options){options_menu();} // else ifelse{exit_game();} // else} // while} // main_menuI hope these examples help you.

URL: http://forum.audiogames.net/viewtopic.php?pid=194530#p194530




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Re: the menuX class

2014-11-10 Thread AudioGames . net Forum — Developers room : Jason SW via Audiogames-reflector


  


Re: the menuX class

Excerpts from the Gotcha source, with some extra comments added:In include/init.bgt:void game_init()
{
...
menu.allow_escape = true;
menu.wrap_x = true;
menu.wrap_y = false;
menu.max_pan = 10;
menu.set_callback(menu_checks, );
menu.open_path = lib.sound_path + /menu_open. + lib.default_extension;
menu.close_path = lib.sound_path + /menu_close. + lib.default_extension;
menu.move_path = lib.sound_path + /step1. + lib.default_extension;
menu.wrap_path = lib.sound_path + /step2. + lib.default_extension;
...
menu.set_tts_object(speech.sapi);
menu.set_speech_mode(speech.mode);
...
} // game_initIn include/menus.bgt:void main_menu()
{
string menu_position=start;

...
while (true)
{
...
menu.reset(false);
menu.resize(5,1); // Five menu options along the X axis (Horizontal menu.)
/*
Note here that add_item_2d and add_item_tts_2d can take x and y coordinates after the option name, though they are optional. If left out, the methods will use the next available option object.
If youre not going to use horizontal menus, you dont need to call resize.
*/
menu.add_item_tts_2d(Start game, start);
menu.add_item_tts_2d(Load game, load);
menu.add_item_tts_2d(Test speakers, test);
menu.add_item_tts_2d(Options, options);
menu.add_item_tts_2d(Exit, exit);
menu_position = menu.run_extended(Main menu. Use left/right arrow keys to select an option, enter to activate., true, menu_position, true);
// run/run_extended return err if an error occurs, or esc if the escape key is pressed.
speech.stop();
if (menu_position == err)
{
log.fatal(main_menu, Failed to run menu.);
} // if
else if (menu_position == start)
{
start_game();
} // else if
else if (menu_position == load)
{
load_game();
} // else if
else if (menu_position == test)
{
test_speakers();
} // else if
else if (menu_position == options)
{
options_menu();
} // else if
else
{
exit_game();
} // else
} // while
} // main_menuExcerpts from the Giftanum source (So far unreleased version):In include/menus.bgt:void main_menu()
{
string menu_position;

menu.open_path = s/023;
menu.close_path = s/022;
menu.move_path = s/006;
menu_position = start;
...
while (true)
{
...
menu.reset(false);
menu.add_item_tts_1d(Start game, start);
menu.add_item_tts_1d(Load game, load);
menu.add_item_tts_1d(View scoreboards, view);
menu.add_item_tts_1d(Test speakers, test);
menu.add_item_tts_1d(Options, options);
menu.add_item_tts_1d(Exit, exit);
menu_position = menu.run_extended(Main menu. Use arrow keys to select an option, enter to activate., true, menu_position, true);
speech.stop();
if (menu_position == err)
{
log.fatal(main_menu, Failed to run menu.);
} // if
else if (menu_position == start)
{
difficulty_menu();
} // else if
else if (menu_position == load)
{
load_game();
} // else if
else if (menu_position == view)
{
scoreboard_menu();
} // else if
else if (menu_position == test)
{
test_speakers();
} // else if
else if (menu_position == options)
{
options_menu();
} // else if
else
{
exit_game();
} // else
} // while
} // main_menuI hope these examples help you.

URL: http://forum.audiogames.net/viewtopic.php?pid=194530#p194530




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Re: the menuX class

2014-11-09 Thread AudioGames . net Forum — Developers room : burak via Audiogames-reflector


  


Re: the menuX class

Nope, couldnt find it. Plz can someone give me a class like that? I dont know how to make enter, escape and Wrap sounds with callback so Im interested. Thx.

URL: http://forum.audiogames.net/viewtopic.php?pid=194336#p194336




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Re: the menuX class

2014-11-09 Thread AudioGames . net Forum — Developers room : Jason SW via Audiogames-reflector


  


Re: the menuX class

http://www.blastbay.com/forum/viewtopic.php?id=1557

URL: http://forum.audiogames.net/viewtopic.php?pid=194425#p194425




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Re: the menuX class

2014-11-08 Thread AudioGames . net Forum — Developers room : burak via Audiogames-reflector


  


Re: the menuX class

Yes, downloaded the class and confirmed that.

URL: http://forum.audiogames.net/viewtopic.php?pid=194272#p194272




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Re: the menuX class

2014-11-08 Thread AudioGames . net Forum — Developers room : lukas via Audiogames-reflector


  


Re: the menuX class

Yeah, but this one just doesnt look like its going to work any more. :-) You can always use a callback for the sounds, although its a bit more involved.Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=194313#p194313




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Re: the menuX class

2014-11-08 Thread AudioGames . net Forum — Developers room : keyIsFull via Audiogames-reflector


  


Re: the menuX class

I was talking about the henahced_menu class that Jason SW made

URL: http://forum.audiogames.net/viewtopic.php?pid=194315#p194315




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Re: the menuX class

2014-11-08 Thread AudioGames . net Forum — Developers room : burak via Audiogames-reflector


  


Re: the menuX class

Oh, where is it? I wonder? going to look at the up for grabs forum again.

URL: http://forum.audiogames.net/viewtopic.php?pid=194335#p194335




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Re: the menuX class

2014-11-07 Thread AudioGames . net Forum — Developers room : keyIsFull via Audiogames-reflector


  


Re: the menuX class

That class is really really old. would suggested using enhanced_menu, you can find it in the bgt code up for grabs forum,

URL: http://forum.audiogames.net/viewtopic.php?pid=194213#p194213




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the menuX class

2014-11-07 Thread AudioGames . net Forum — Developers room : burak via Audiogames-reflector


  


the menuX class

Hey all, I have the menuX class. I am trying to use it with the following code:#includemenuX.bgtvoid main() {show_game_window(menux test);dynamic_menu menu;menu.add_click_sound(menux/click.wav);menu.add_enter_sound(menux/enter.wav);menu.add_item_tts(choice 1.2.1.3.1.2.1);menu.add_item_tts(xb4);menu.add_item_tts(quit menux);menu.allow_escape=true;int menuc=menu.run(select a choice,true);if(menuc==0) {exit();}}And I get the following error:File: C:\Program Files (x86)\BGT\include\menuX.bgtOn line: 151 (1)Information: Compiling double dynamic_menu::run_extended(string, bool, double, bool)File: C:\Program Files (x86)\BGT\include\menuX.bgtOn line: 202 (1)Line: loadsound();Error: No matching signatures to loadsound()What am 
 I doing wrong, What else do I need to use this thing?

URL: http://forum.audiogames.net/viewtopic.php?pid=194212#p194212




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Re: the menuX class

2014-11-07 Thread AudioGames . net Forum — Developers room : burak via Audiogames-reflector


  


Re: the menuX class

The one that aaron created? It doesnt have support for added sounds etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=194214#p194214




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Re: An example of how to use the menuX class?

2014-07-20 Thread AudioGames . net Forum — Development room : burak via Audiogames-reflector


  


Re: An example of how to use the menuX class?

Can anyone just post the full classs so we can use it? And in the game I got the class from, there is no other classes, just the number speaker.bgt, which is included in my script already.

URL: http://forum.audiogames.net/viewtopic.php?pid=181373#p181373




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Re: An example of how to use the menuX class?

2014-07-19 Thread AudioGames . net Forum — Development room : stewie via Audiogames-reflector


  


Re: An example of how to use the menuX class?

the class if I recall works in the same was a dynamic_menu. I think it even shares the same class name. Including the bgt file with the class and using dynamic_menu as normal should work. the Menu_X class just adds methods such as add_click_sound, etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=181261#p181261




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Re: An example of how to use the menuX class?

2014-07-19 Thread AudioGames . net Forum — Development room : burak via Audiogames-reflector


  


Re: An example of how to use the menuX class?

Hi, If I try to include it like a normal dynamic menu, here is the error I get:File: C:\Program Files (x86)\BGT\include\menuX.bgtOn line: 151 (1)Information: Compiling double dynamic_menu::run_extended(string, bool, double, bool)File: C:\Program Files (x86)\BGT\include\menuX.bgtOn line: 202 (1)Line: loadsound();Error: No matching signatures to loadsound()

URL: http://forum.audiogames.net/viewtopic.php?pid=181283#p181283




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Re: An example of how to use the menuX class?

2014-07-19 Thread AudioGames . net Forum — Development room : stewie via Audiogames-reflector


  


Re: An example of how to use the menuX class?

Im guessing that that particular class relied on other files in the directory containing the loadsound function.

URL: http://forum.audiogames.net/viewtopic.php?pid=181285#p181285




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An example of how to use the menuX class?

2014-07-15 Thread AudioGames . net Forum — Development room : burak via Audiogames-reflector


  


An example of how to use the menuX class?

Hi, can somebody give me an example about how to use the menuX class in bgt? I found it in balloon blaster and am interested on it. Thank you.

URL: http://forum.audiogames.net/viewtopic.php?pid=180747#p180747




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