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Scary Movie

I'd be interested in doing The Thing, it could make a pretty cool survival horror game.

I was thinking along the lines of a 3rd person shooter that will feature a nifty 'trust system' and a government conspiracy.

Famous and Infamous Game Glitches

Getting Orlandu in Final Fantasy Tactics

???

It's part of the Beverly Hills Cop theme

Custom Menu


Here is a way to display a basic Menu and a cursor over the current map.

Make sure you have created your main menu picture and store it in your pictures folder, you will also want a cursor picture.

1. Disallow the Main Menu Fuction immediatly when the hero starts the game or whatever.
2. Create 3 variables called KeyInputProcessing, CursorX, CursorY.
3. Create a switch called MainMenu
4. Create a parallel process common event titled WaitingForMenuCall
5. In this common event, make a conditional branch whose requirements are MainMenu is Off
6. In this conditional branch enter the event command Key Input Processing That waits until key is pressed and only processes the cancel key. Store the key code in KeyInputProcessing. (This will make the variable KeyInputPRocessing equal to 6 when you press the cancel button)
7. Also in this conditional branch after the Key Input Processing, make another conditional branch whose requirements are KeyInputProcessing is equal to 6.
8. In this conditional branch First turn on MainMenu
9. Then use the event command Display Picture - enter your created menu and put in the coordinates where you want the picture to appear. Make it picture 1.
10. Then define the variables CursorX and CursorY. These will be the coordinates of your cursor. (You may have to fiddle around with these to line them up correctly with your menu)
11. Then Display another Piciture - enter your created cursor and use the CursorX and CursorY as coordinates. Make it picture a picture number that is higher than your menu picture. (Higher numbered pictures have priority) You will probably want this cursor to somehow line up with your first item in your Menu (Inventory, Equipment, Status, etc)
12. Now make a second Common Event Titled MenuCalled or something. Make it auto-start, and make the trigger switch MainMenu is on.
13. First thing in this should be KeyInputProcessing. Wait until Key is pressed, process the Confirm and Cancle keys (5 and 6) and store in KeyInputProcessing (If your menu is set up like FF7, then you have a list of items in the menu that go down the Y axis. In this case make sure you can process the Up Key and Down Key, these are stored as 1 and 4 respectivly.
14. Now you will have cases for each key press. Create 4 conditional branches that goes if the KeyInputProcessing is equal to 1, 4, 5, and 6. For 6 just erase the two pictures and turn off MainMenu. For 1, increase CursorY by the amount that your menu items are spaced out by (ie if Inventory and Equipment are 13 pixels apart, increaes CursorY by 13) If CursorY excedes your last Menu Item (ie Quit) Then wrap it back to CursorY's inital placement. Finally you will have to show the new picture, just use CursorX and the modified CursorY and make sure it is the same picture number as your cursor! For 4, it is the same as 1 except you will be subtracting from CursorY, and if CursorY falls below the coordinates for the first item of your Menu, set it equal to the coodrinates of your last item so it wraps around.
15. For 5, you will need separate branches for each CursorY coodrinate, keep track of these! Then whatever you want to do for each menu item, put in these branches (Unfortunatly this is where things get complicated)

Hope this helps in some way.

Need some music?

Yes, I am interested!

ActRazer

Excellent! I am glad to have caused you non-disgust for a while!

actrazersimscreen.jpg

I want mine to lay gold eggs for Easter! At least a hundred a day!

ActRazer

I would never pay homage to such an insidiously inferior sequel. As far as I'm concerned ActRaiser 2 is in a place of much weeping and gnashing of teeth.

SS8.jpg

Yes, I want to jump.
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