Author Topic: Bit of help with 3 Things  (Read 17030 times)

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Offline MusicallyInspired

Bit of help with 3 Things
« on: June 06, 2007, 02:04:39 PM »
I've searched the tutorials and the SCI Studio help file and I'm still not getting answers for these three things I want to accomplish. Help is appreciated.

First: I'm looking to hide the cursour until a certain case.

Second: I want to change what pressing the enter button does (skipping the intro screen) to skipping ahead to the next case and learn how to change what the enter button does generally. Also how to prevent any other key from doing anything at all.

Third: I want to make a selector for buttons a la KQ1SCI's title menu and cause either a mouse click or using the arrow keys and pressing enter to select and activate each button.

Many thanks.
« Last Edit: June 06, 2007, 02:07:09 PM by MusicallyInspired »


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Offline troflip

Re: Bit of help with 3 Things
« Reply #1 on: June 06, 2007, 02:32:26 PM »
I have a feeling there is a way to hide the cursor, since I think I've done it before.... I'll have to check.  But one thing you could do is just set the cursor to be a blank cursor.  For completeness you'd want to ignore all mouse events too, so a user randomly clicking the mouse doesn't click on something.

For intercepting keyboard events, look here.

Check out my website: http://icefallgames.com
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Offline MusicallyInspired

Re: Bit of help with 3 Things
« Reply #2 on: June 06, 2007, 04:40:25 PM »
Thanks. I've made a lot of headway here. Just a simple question. Is it possible that I can have a keystroke in my handleEvent method skip ahead to the next case in my changeState method rather than it taking so many cycles to get there normally? Or can it be done that way? Basically I just want the intro to be able to go to the next changestate case either after a certain amount of cycles or when the player press a button. And after that enable the menu selector on the buttons.
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Offline lskovlun

Re: Bit of help with 3 Things
« Reply #3 on: June 06, 2007, 04:43:46 PM »
I have a feeling there is a way to hide the cursor, since I think I've done it before....
SetCursor(0 0) is your friend (the second parameter is the on/off toggle).
(edited):
Damn, two edits in one evening. You want the setCursor method on your game object. That way, the setting will be remembered across save/restore (this is the same difference we had with DrawPic versus drawPic the other day).
« Last Edit: June 06, 2007, 04:56:58 PM by lskovlun »

Offline lskovlun

Re: Bit of help with 3 Things
« Reply #4 on: June 06, 2007, 04:45:48 PM »
Is it possible that I can have a keystroke in my handleEvent method skip ahead to the next case in my changeState method rather than it taking so many cycles to get there normally?
Code: [Select]
(yourScript:cue())
But be aware that if you have started a character moving, he won't automatically move to his desination. To be absolutely sure, you have to position the character manually in the next case. Other asynchronous actions have the same problem.
« Last Edit: June 06, 2007, 04:48:31 PM by lskovlun »

Offline Doan Sephim

Re: Bit of help with 3 Things
« Reply #5 on: June 06, 2007, 05:03:02 PM »
Third: I want to make a selector for buttons a la KQ1SCI's title menu and cause either a mouse click or using the arrow keys and pressing enter to select and activate each button.

Here is the Script from my title screen: it has the ability to select "new game", "restore", "play demo" and "quit" based on mouse clicks or selecting with the arrow keys and enter. I hope this is what you're looking for.
Code: [Select]

(include "sci.sh")
(include "game.sh")

(script TITLESCREEN_SCRIPT)

(use "main")
(use "game")
(use "menubar")
(use "obj")
(use "cycle")
(use "user")
(use "controls")
(use "feature")

//Variables to determine what the "selector" View is highlighting
(local
   sNewGame = 1 // default selector on New Game
   sRestore = 0
   sPlayDemo = 0
   sQuitGame = 0
)

(instance public TitleScreen of Rm
(properties picture scriptNumber)
(method (init)
        // Set up the title screen
ProgramControl()
= gProgramControl FALSE
(send gGame:setSpeed(3))
(SL:disable())
(TheMenuBar:hide())

(super:init())
(self:setScript(RoomScript))

(send gEgo:init()hide())

        Display(
"Copyright < 2007"
dsCOORD 150 177
dsCOLOUR 1 // dark blue
dsBACKGROUND clTRANSPARENT
)
        (profile:init()loop(1))
        (games:init()setCycle(Fwd)cycleSpeed(2))
        (newGame:init())
        (restore:init()loop(1))
        (quitGame:init()loop(2))
        (playDemo:init()loop(3))
        (selector:init()loop(4))

        )
)

(instance RoomScript of Script
(properties)
    (method (changeState newState)
        = state newState
        (switch(state)
            (case 0 = cycles 40
            )(case 1 = cycles 40
                Display(
                    "Presents:"
                    dsCOORD 110 70
                    dsCOLOUR clBLUE
                    dsBACKGROUND clTRANSPARENT
                )
            )(case 2 = cycles 7
                (line:init()setCycle(End))
            )(case 3 = cycles 10
                (line:loop(1)posn(208 140)cel(0)setCycle(End)cycleSpeed(1))

            )(case 4 = cycles 15
                (BA:init()loop(1))
            )
        )

    )
(method (handleEvent pEvent)
        (super:handleEvent(pEvent))
        (if(==(send pEvent:type) evJOYSTICK)
            (if(==(send pEvent:message) 1)  // UP
                (selectorCheckUp)
            )
        )
        (if(==(send pEvent:type) evJOYSTICK)
            (if(==(send pEvent:message) 5)  // Down
                (selectorCheckDown)
            )
        )
        (if (==(send pEvent:type)evKEYBOARD)
            (if(==(send pEvent:message)KEY_RETURN)
                (if(sNewGame)
                    (send gRoom:newRoom(INITROOMS_SCRIPT))
                )(else
                    (if(sRestore)
                        (send gGame:restore())
                    )(else
                        (if(sPlayDemo)
                            = gDemo 1
                            (send gRoom:newRoom(INITROOMS_SCRIPT))
                        )(else
                            (if(sQuitGame)
                                = gQuitGame 1
                            )
                        )
                    )
                )
            )
        )
        (if(==(send pEvent:type())evMOUSEBUTTON)
            (if((> (send pEvent:x) (newGame:nsLeft))and
                (< (send pEvent:x) (newGame:nsRight))and
                (> (send pEvent:y) (newGame:nsTop))and
                (< (send pEvent:y) (newGame:nsBottom)))
                (if(sNewGame)
                    (send gRoom:newRoom(INITROOMS_SCRIPT))
                )(else
                    (selectorZero)
                    = sNewGame 1
                    (selector:posn(44 61))
                    (send pEvent:claimed(TRUE))
                )
            )(else
                (if((> (send pEvent:x) (restore:nsLeft))and
                    (< (send pEvent:x) (restore:nsRight))and
                    (> (send pEvent:y) (restore:nsTop))and
                    (< (send pEvent:y) (restore:nsBottom)))
                    (if(sRestore)
                        (send gGame:restore())
                    )(else
                        (selectorZero)
                        = sRestore 1
                        (selector:posn(44 94))
                        (send pEvent:claimed(TRUE))
                    )
                )(else
                    (if((> (send pEvent:x) (playDemo:nsLeft))and
                        (< (send pEvent:x) (playDemo:nsRight))and
                        (> (send pEvent:y) (playDemo:nsTop))and
                        (< (send pEvent:y) (playDemo:nsBottom)))
                        (if(sPlayDemo)
                            = gDemo 1
                            (send gRoom:newRoom(INITROOMS_SCRIPT))
                        )(else
                            (selectorZero)
                            = sPlayDemo 1
                            (selector:posn(44 127))
                            (send pEvent:claimed(TRUE))
                        )
                    )(else
                        (if((> (send pEvent:x) (quitGame:nsLeft))and
                            (< (send pEvent:x) (quitGame:nsRight))and
                            (> (send pEvent:y) (quitGame:nsTop))and
                            (< (send pEvent:y) (quitGame:nsBottom)))
                            (if(sQuitGame)
                                = gQuitGame 1
                            )(else
                                (selectorZero)
                                = sQuitGame 1
                                (selector:posn(44 160))
                                (send pEvent:claimed(TRUE))
                            )
                        )
                    )
                )
    )
)
)//end method
)
//Procedures for the Title Menu
(procedure (selectorCheckUp)
    (if(sNewGame)
        (selectorZero)
        = sQuitGame 1
        (selector:posn(44 160))
    )(else
        (if(sRestore)
            (selectorZero)
            = sNewGame 1
            (selector:posn(44 61))
        )(else
            (if(sPlayDemo)
                (selectorZero)
                = sRestore 1
                (selector:posn(44 94))
            )(else
                (if(sQuitGame)
                    (selectorZero)
                    =sPlayDemo 1
                    (selector:posn(44 127))
                )
            )
        )
    )
)

(procedure (selectorCheckDown)
    (if(sNewGame)
        (selectorZero)
        = sRestore 1
        (selector:posn(44 94))
    )(else
        (if(sRestore)
            (selectorZero)
            = sPlayDemo 1
            (selector:posn(44 127))
        )(else
            (if(sPlayDemo)
                (selectorZero)
                = sQuitGame 1
                (selector:posn(44 160))
            )(else
                (if(sQuitGame)
                    (selectorZero)
                    = sNewGame 1
                    (selector:posn(44 61))
                )
            )
        )
    )
)

(procedure (selectorZero)
= sNewGame 0
= sRestore 0
= sPlayDemo 0
= sQuitGame 0
)

(instance BA of Prop
    (properties
        y 128
        x 206
        view 995
    )
)
(instance games of Prop
    (properties
        y 50
        x 210
        view 999
    )
)
(instance profile of Prop
    (properties
        y 35
        x 180
        view 999
    )
)
(instance newGame of Prop
    (properties
        y 57
        x 44
        view 998
    )
)
(instance restore of Prop
    (properties
        y 90
        x 44
        view 998
    )
)
(instance playDemo of Prop
    (properties
        y 123
        x 44
        view 998
    )
)
(instance quitGame of Prop
    (properties
        y 156
        x 44
        view 998
    )
)
(instance selector of Prop
    (properties
        y 61
        x 44
        view 998
    )
)
(instance line of Prop
    (properties
        y 112
        x 208
        view 997
    )
)

Offline MusicallyInspired

Re: Bit of help with 3 Things
« Reply #6 on: June 06, 2007, 10:27:06 PM »
SetCursor(0 0) is your friend (the second parameter is the on/off toggle).
That doesn't work.

Quote
(yourScript:cue())

But be aware that if you have started a character moving, he won't automatically move to his desination. To be absolutely sure, you have to position the character manually in the next case. Other asynchronous actions have the same problem.

Can you elaborate on that please? How exactly do I implement that? I'm not a programmer I need examples or I don't get it. And my character isn't going to be on the screen. This is for the title.
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Offline troflip

Re: Bit of help with 3 Things
« Reply #7 on: June 06, 2007, 11:00:29 PM »
SetCursor(0 0) is your friend (the second parameter is the on/off toggle).
That doesn't work.

It works, but the template game keeps turning the cursor back on at the beginning of every new room.  So that may be what you're seeing.  e.g. I tried putting SetCursor(997 0) in my room's init method, and it didn't work, because it turns it right back on here in the newRoom method in Game:
Code: [Select]
(self:
startRoom(gRoomNumberExit)
checkAni()
setCursor(oldCursor HaveMouse())
)


To make it work, I made a changeState method like this, so after one game cycle in my room, it turns the cursor back off:
Code: [Select]
(method (changeState newState)
  (= state newState)
  (switch (newState)
  (case 0
  (= cycles 1)
)
(case 1
(send gGame:setCursor(997 0))
)
)
)

A bit of a hack.  A more elegant solution would involve mucking around with the game template and having a global variable that represents the on/off state maybe...
But anyway, let me know if you find something that works.
Check out my website: http://icefallgames.com
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Offline MusicallyInspired

Re: Bit of help with 3 Things
« Reply #8 on: June 07, 2007, 02:03:52 PM »
Nice! That fixed my cursour issue! Thank you.

Also many thanks for that menu script that really helps! If I have any more questions I'll let you know.

Could I also get some further help with skipping ahead to the next case? Specifically if this is the code to use:
Code: [Select]
(yourScript:cue())How then do I actually use it and where do I put it, etc? What I'm trying to do is make the enter button or a mouse click event either skip ahead to the next (or a certain) case or if it's already at that case (I've already created a "sMenu" variable for this) then act normally in my menu (if it's on Intro button then skip to intro, if it's on Begin game then go to first room, etc).

For example. This is part of my current handleEvent code. I'm not sure what to put in the "else" part:

Code: [Select]
(if (==(send pEvent:type)evKEYBOARD)
            (if(==(send pEvent:message)KEY_RETURN)
                (if(sMenu)
                (if(sBegin)
                    (send gRoom:newRoom(INITROOMS_SCRIPT))
                )(else
                    (if(sCont)
                        (send gGame:restore())
                    )(else
                        (if(sIntro)
                            = gIntro 1
                            (send gRoom:newRoom(INITROOMS_SCRIPT))
                        )(else
                            (if(sCred)
                                = gCred 1   
                                (send gRoom:newRoom(INITROOMS_SCRIPT))
                            )
                        )
                    )
    )
)
            )
            (else
           
            )
           
)
« Last Edit: June 07, 2007, 02:28:31 PM by MusicallyInspired »
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Offline Doan Sephim

Re: Bit of help with 3 Things
« Reply #9 on: June 07, 2007, 02:30:46 PM »
Put this in the else part:

(RoomScript:cue()) // this will send the state to the next one
« Last Edit: June 07, 2007, 02:33:28 PM by Doan Sephim »
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Offline MusicallyInspired

Re: Bit of help with 3 Things
« Reply #10 on: June 07, 2007, 04:10:57 PM »
I have a handful of problems (including that RoomScript:cue code not working), but I'll start with one.

When I try to compile the script it says that selectorZero needs to have a "(" immediately after it but I notice you don't have it that way in your script there. Any ideas?
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Offline Doan Sephim

Re: Bit of help with 3 Things
« Reply #11 on: June 07, 2007, 04:12:26 PM »
can you email me (or post, or PM) your script? That would help me alot to be able to pinpoint any potential problems.
doansephim@yahoo.com
« Last Edit: June 07, 2007, 04:14:12 PM by Doan Sephim »
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Offline MusicallyInspired

Re: Bit of help with 3 Things
« Reply #12 on: June 07, 2007, 04:25:43 PM »
I'm just playing with it a little here. I'll make some finishing changes and then post it here momentarily.
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Offline MusicallyInspired

Re: Bit of help with 3 Things
« Reply #13 on: June 07, 2007, 05:10:38 PM »
Ok here you go:

I also can't understand how keyboard arrow movements will move around the menu selector as well as the mouse if there's no keyboard intercepts for it.

Code: [Select]
/******************************************************************************
 SCI Template Game
 By Brian Provinciano
 ******************************************************************************
 titlescreen.sc
 Contains the title screen room.
 ******************************************************************************/
(include "sci.sh")
(include "game.sh")
(include "keys.sh")
/******************************************************************************/
(script TITLESCREEN_SCRIPT)
/******************************************************************************/
(use "main")
(use "game")
(use "menubar")
(use "obj")
(use "cycle")
(use "user")
(use "controls")
(use "feature")

(local
title1 = 0
title2 = 0
sIntro = 1
sBegin = 0
sCred = 0
sCont = 0
sMenuStart = 0
)
/******************************************************************************/
(instance public TitleScreen of Rm
(properties
picture scriptNumber
)
(method (init)
        // Set up the title screen
ProgramControl()
= gProgramControl FALSE
(send gGame:setSpeed(1))
(SL:disable())
(TheMenuBar:hide())

(super:init())
(self:setScript(RoomScript))

(send gEgo:
init()
hide()
)
 
        /****************************************
         * Set up the room's music to play here *
         ****************************************/
(send gTheMusic:
prevSignal(0)
stop()
number(1)
loop(-1)
play()
)

        /**************************************************
         * Add the rest of your initialization stuff here *
         **************************************************/

)
)
/******************************************************************************/
(instance RoomScript of Script
(properties)     

(method (changeState newState)
  = state newState
  (switch(state)
    (case 0
    (= cycles 1)
)
    (case 1
        (send gGame:setCursor(997 0))
        (theRomance:
        init()
  )
  (theThrone:
  init()
  )
  = title1 Display( "SCI Pre-Alpha Version 1.0" // 800 is the text resource number and 0 is the line
                    dsCOORD 98 170
                    dsCOLOUR clMAROON
                    dsBACKGROUND clTRANSPARENT
                    dsFONT 4
                    dsSAVEPIXELS
          )
          = title2 Display( "By: Brandon Blume"
dsFONT 4
            dsCOORD 115 180
dsCOLOUR clMAROON
dsBACKGROUND clTRANSPARENT
dsSAVEPIXELS
      )  
          (theSpark1:
          init()
          setCycle(Fwd)
  )
          (theSpark2:
          init()
          setCycle(Fwd)
  )
  (theSpark3:
          init()
          setCycle(Fwd)
  )
  (theSpark4:
          init()
          setCycle(Fwd)
  )
  (theSpark5:
          init()
          setCycle(Fwd)
  )
  (theSpark6:
          init()
          setCycle(Fwd)
  )
  (theSpark7:
          init()
          setCycle(Fwd)
  )
  (theSpark8:
          init()
          setCycle(Fwd)
  )
          = seconds 10
    )
    (case 2
        (theRomance:
        dispose()
  )
        (theThrone:
        dispose()
  )
  = title1 Display( "" dsRESTOREPIXELS title1)
  = title2 Display( "" dsRESTOREPIXELS title2)  
  = seconds 2
    )
    (case 3
        (send gGame:setCursor(999 1))
        = sMenuStart 1
        (buttonIntro:
        init()
        loop(1)
  )
  (buttonBegin:
  init()
  loop(2)
  )
  (buttonCred:
  init()
  loop(3)
  )
  (buttonCont:
  init()
  loop(4)
  )
  (buttonSelect:
  init()
  loop(5)
  )
    )
    )
)



   
(method (handleEvent pEvent)
        (super:handleEvent(pEvent))
        (if (sMenuStart)
        (if (==(send pEvent:type)evKEYBOARD)
            (if(==(send pEvent:message)KEY_RETURN)
            (if(sBegin)
                    (send gTheMusic:fade())
                    (send gRoom:newRoom(INITROOMS_SCRIPT))
                )(else
                    (if(sCont)
                        (send gGame:restore())
                    )(else
                        (if(sIntro)
                            = gIntro 1
                            (send gTheMusic:fade())
                            (send gRoom:newRoom(INITROOMS_SCRIPT))
                        )(else
                            (if(sCred)
                                = gCred 1   
                                (send gTheMusic:fade())
                                (send gRoom:newRoom(INITROOMS_SCRIPT))
                            )
                        )
                    )
)
)
)
)(else
(RoomScript:cue())
)
(if(==(send pEvent:type())evMOUSEBUTTON)
            (if((> (send pEvent:x) (buttonBegin:nsLeft))and
                (< (send pEvent:x) (buttonBegin:nsRight))and
                (> (send pEvent:y) (buttonBegin:nsTop))and
                (< (send pEvent:y) (buttonBegin:nsBottom)))
                (if(sBegin)
                    (send gTheMusic:fade())
                    (send gRoom:newRoom(INITROOMS_SCRIPT))
                )(else
                    (selectorZero())
                    = sBegin 1
                    (send pEvent:claimed(TRUE))
                )
            )(else
                (if((> (send pEvent:x) (buttonCont:nsLeft))and
                    (< (send pEvent:x) (buttonCont:nsRight))and
                    (> (send pEvent:y) (buttonCont:nsTop))and
                    (< (send pEvent:y) (buttonCont:nsBottom)))
                    (if(sCont)
                        (send gTheMusic:fade())
                        (send gGame:restore())
                    )(else
                        (selectorZero())
                        = sCont 1
                        (send pEvent:claimed(TRUE))
                    )
                )(else
                    (if((> (send pEvent:x) (buttonCred:nsLeft))and
                        (< (send pEvent:x) (buttonCred:nsRight))and
                        (> (send pEvent:y) (buttonCred:nsTop))and
                        (< (send pEvent:y) (buttonCred:nsBottom)))
                        (if(sCred)
                            = gCred 1
                            (send gTheMusic:fade())
                            (send gRoom:newRoom(INITROOMS_SCRIPT))
                        )(else
                            (selectorZero())
                            = sCred 1
                            (send pEvent:claimed(TRUE))
                        )
                    )(else
                        (if((> (send pEvent:x) (buttonIntro:nsLeft))and
                            (< (send pEvent:x) (buttonIntro:nsRight))and
                            (> (send pEvent:y) (buttonIntro:nsTop))and
                            (< (send pEvent:y) (buttonIntro:nsBottom)))
                            (if(sIntro)
                                = gIntro 1
                                (send gTheMusic:fade())
                                (send gRoom:newRoom(INITROOMS_SCRIPT))
                            )(else
                                (selectorZero())
                                = sIntro 1
                                (send pEvent:claimed(TRUE))
)
)
)
)
)

)(else
(RoomScript:cue())
)
)
)
/******************************************************************************/
(procedure (selectorCheckUp)
    (if(sBegin)
        (selectorZero)
        = sCred 1
        (buttonSelect:posn(58 165))
    )(else
        (if(sCont)
            (selectorZero)
            = sBegin 1
            (buttonSelect:posn(161 146))
        )(else
            (if(sCred)
                (selectorZero)
                = sIntro 1
                (buttonSelect:posn(58 146))
            )(else
                (if(sIntro)
                    (selectorZero)
                    =sCont 1
                    (buttonSelect:posn(161 165))
                )
            )
        )
    )
)
(procedure (selectorCheckDown)
    (if(sBegin)
        (selectorZero)
        = sCont 1
        (buttonSelect:posn(161 165))
    )(else
        (if(sCont)
            (selectorZero)
            = sIntro 1
            (buttonSelect:posn(58 146))
        )(else
            (if(sCred)
                (selectorZero)
                = sBegin 1
                (buttonSelect:posn(161 146))
            )(else
                (if(sIntro)
                    (selectorZero)
                    = sCred 1
                    (buttonSelect:posn(58 165))
                )
            )
        )
    )
)
(procedure (selectorCheckLeft)
    (if(sBegin)
        (selectorZero)
        = sIntro 1
        (buttonSelect:posn(58 146))
    )(else
        (if(sCont)
            (selectorZero)
            = sCred 1
            (buttonSelect:posn(58 165))
        )(else
            (if(sCred)
                (selectorZero)
                = sBegin 1
                (buttonSelect:posn(161 146))
            )(else
                (if(sIntro)
                    (selectorZero)
                    = sCont 1
                    (buttonSelect:posn(161 165))
                )
            )
        )
    )
)
(procedure (selectorCheckRight)
    (if(sBegin)
        (selectorZero)
        = sCred 1
        (buttonSelect:posn(58 165))
    )(else
        (if(sCont)
            (selectorZero)
            = sIntro 1
            (buttonSelect:posn(58 146))
        )(else
            (if(sCred)
                (selectorZero)
                = sCont 1
                (buttonSelect:posn(161 165))
            )(else
                (if(sIntro)
                    (selectorZero)
                    = sBegin 1
                    (buttonSelect:posn(161 146))
                )
            )
        )
    )
)
(procedure (selectorZero)
= sBegin 0
= sCont 0
= sCred 0
= sIntro 0
)

(instance theRomance of Prop
    (properties
        x 86
        y 163
        view 913
        cel 0
    )
)
(instance theThrone of Prop
    (properties
        x 236
        y 159
        view 913
        cel 1
    )
)
(instance theSpark1 of Prop
    (properties
        x 61
        y 27
        view 950
        cycleSpeed 10
    )
)
(instance theSpark2 of Prop
    (properties
        x 97
        y 59
        view 950
        cycleSpeed 11
        cel 2
    )
)
(instance theSpark3 of Prop
    (properties
        x 130
        y 21
        view 950
        cycleSpeed 12
        cel 4
    )
)
(instance theSpark4 of Prop
    (properties
        x 182
        y 21
        view 950
        cycleSpeed 11
    )
)
(instance theSpark5 of Prop
    (properties
        x 208
        y 54
        view 950
        cycleSpeed 9
        cel 1
    )
)
(instance theSpark6 of Prop
    (properties
        x 264
        y 32
        view 950
        cycleSpeed 12
    )
)
(instance theSpark7 of Prop
    (properties
        x 143
        y 89
        view 950
        cycleSpeed 8
        cel 3
    )
)
(instance theSpark8 of Prop
    (properties
        x 174
        y 117
        view 950
        cycleSpeed 10
    )
)
(instance buttonIntro of Prop
    (properties
        x 58
        y 146
        view 950
    )
)
(instance buttonBegin of Prop
    (properties
        x 161
        y 146
        view 950
    )
)
(instance buttonCred of Prop
    (properties
        x 58
        y 165
        view 950
    )
)
(instance buttonCont of Prop
    (properties
        x 161
        y 165
        view 950
    )
)
(instance buttonSelect of Prop
    (properties
        x 58
        y 146
        view 950
    )
)
« Last Edit: June 07, 2007, 05:31:38 PM by MusicallyInspired »
Brass Lantern Prop Competition

Offline Doan Sephim

Re: Bit of help with 3 Things
« Reply #14 on: June 07, 2007, 05:33:15 PM »
I'm working through the code, but I think I may have found a problem, and I will post the redone code as soon as I get it reworked. I think there is an (else floating around with no (if and it may be causing problems.


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