$D13 Key Menu

??????

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That EPIC !!

Im so using that for my splash screen ( for the demo when i update it )

@John Gabriel

Yea i figured it would be pretty usefull to restrict the usable keys by switch, then you can enable them one by one followed by a little tutorial or whatever, enabling them as the player progresses enough in the game.

I also made a common event key script, to allow unlimited ( well.. limited by the amount of keys on your keyboard )

common events to be triggered by key press.

This would allow for other scripts that call various scenes, like maybe a teleport script, to be triggered by pressing a key, lets say 'T'

Can also be restricted by switches :)

@Nosleinad

Yea, i cant believe something as simple as an image from google managed to get my script series its own mascot ( unintentionally ).

and thanks , i do plan on doing some more key related scripts for $D13x, as well as tons of ideas for actor features...

Pity i take so long deciding how i want to position my screens ( hyde can confirm that im a pain in the ass :p ).

Not my fault, i just like them to look as nice as possible :p  
 

hyde9318

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Glad you liked it. I think our duckling turned out rather well, lol. And you are far from being a pain in the ass.
 

??????

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lol, well maybe not a pain in the ass. but im quite fussy about how things are placed.

Maybe its just that i know what i want and wont settle for less ( i hate compromise  :p ), of course, certain things always have to be changed if they aren't right...
 

DarthVollis

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I have a little problem with your script. I have the core, the key menu, and the HUD and after I have it all set up instead of having the letter that is required to open that menu it has part of the script. It shows the part of the script that tells what key and the switch number and all of that is in brackets.

I have a script in my game that requires a command on the menu and I was wondering how hard would it be to add to this system? Would you mind taking a look at it and seeing if you can get it to be part of the menu?
 

??????

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I have a little problem with your script. I have the core, the key menu, and the HUD and after I have it all set up instead of having the letter that is required to open that menu it has part of the script. It shows the part of the script that tells what key and the switch number and all of that is in brackets.

I have a script in my game that requires a command on the menu and I was wondering how hard would it be to add to this system? Would you mind taking a look at it and seeing if you can get it to be part of the menu?
for the script that crates the extra command in the menu, you could always make a common event that triggers the script call to open the scene, like

SceneManager.call(This_Scene) and then use THIS to allow for the common event to be triggered by pressing a key (there is no way to have it visualised yet but i was thinking of adding it to the HUD script )
also could you do a screenshot of the issue where it shows lines of the script instead of letters, just so i can see whats going on :p
 

DarthVollis

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Okay as you requested here is the screenshot of the problem.



In the screenshot of your game there is a single letter by the icons on the left side, but for some reason mine has the key to be pressed and the switch.
 

??????

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ahh , i see. 

I assume you still have v1.0 of the HUD script ? update that if you do. i did update the HUD script when i updated the key menu script to allow for switches, should be v1.2 of the key menu and 1.1 of the HUD ( i forgot to change the script header for the HUD so it will still say 1.0, but the pastebin link has 1.1 in it )

that should work, if it doesnt let me know and il have a closer look into it :)
 

DarthVollis

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Pastebin still has the old versions of the scripts. I have 1.2 of the key menu and 1.0 of  the HUD.
 

??????

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Lol, your completely right !!

Sorry about that, i was sure i had updated it already.

Anyway, re-download the HUD script and it should work fine :)
 

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