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Skyline Forums • View topic - Menu system
anything related to UI in general, splash screens, UI widgets, input and output etc.

Menu system

Re: Menu system

Postby SolarPortal » 25 Jul 2017, 17:46

Thanks for the patience and i will get around to it asap :)



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Re: Menu system

Postby SolarPortal » 29 Jul 2017, 17:59




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Re: Menu system

Postby planetX » 30 Jul 2017, 08:41

This is great, exactly what I need. :D

Thanks very much, I wouldn't be able to do anything without your support!
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Re: Menu system

Postby SolarPortal » 30 Jul 2017, 12:57

Excellent :) If you need any other additions, then let me know :)

If you want to get the documents folder like most games do for save locations, then these links should help:





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Re: Menu system

Postby planetX » 31 Jul 2017, 16:36

Thanks, very useful. ;)
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Re: Menu system

Postby planetX » 21 Aug 2017, 17:49

Hi peeps,

hope you're doing well... ;) I'm currently rewritting the whole menu system (don't ask why :lol: ) and I want to organize the .lua script in separate files, instead of having all the code in one file. So the plan is having a main script, then import all the snippets in a sctructure like this:

- main
-> camera
-> player
-> sound
-> cars
-> tracks
-> etc...

But it's not really working, and I guess is because all the snippets have a section inside the onInit() function, which I'm replicating on each script. So my questions are... can I even have more than one onInit()? Do I have to assign an ID to each snippet? Should I group all the commands inside the onInit() function in a separate file too? (I don't like that much)... what would you do guys?

Thanks in advance!

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Re: Menu system

Postby StarFire » 21 Aug 2017, 18:37

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Re: Menu system

Postby planetX » 21 Aug 2017, 20:02

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Re: Menu system

Postby SolarPortal » 21 Aug 2017, 21:44




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Re: Menu system

Postby StarFire » 21 Aug 2017, 21:52

By knowing the object ID we can communicate with any object or objects script in the scene, including the scene script. Being passed by the onInit(objID) we can write generic scripts that will adapt to any object the script is attached to, assuming the commands are relevant ;)
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Re: Menu system

Postby planetX » 22 Aug 2017, 11:06

I think I got it... I just need to get used to those concepts, as I didn't have such possibilities in the old game engine I was using.

Thanks guys for the support, as always. ;)
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Re: Menu system

Postby SolarPortal » 22 Aug 2017, 12:48

ahh i see, skyline has a lot of interactivity between entities which is how you control what happens in games or as StarFire wrote it, so same scripts can be reused on different entities. Then when extended with dynamic properties in scripts, you can have interchangeable values all from a single script. :)

... and no problem :) We are happy and ready to help :)



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Re: Menu system

Postby planetX » 23 Aug 2017, 18:26

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Re: Menu system

Postby SolarPortal » 23 Aug 2017, 19:22

Attachments
script example.zip
(1.07 KiB) Downloaded 4428 times



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Re: Menu system

Postby planetX » 23 Aug 2017, 21:32

Now I'm starting to understand... :D

Yes, it helps a lot. Thanks very much for the info and the files, they're really useful. I also like the idea of moving the menu array in a separate file.

Next time I'll try to be more descriptive, sorry for that.
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Re: Menu system

Postby SolarPortal » 23 Aug 2017, 21:40

no, dont worry about it. :D

You'll be a pro lua programmer before too long :)
Keep up the great work!



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Re: Menu system

Postby planetX » 24 Aug 2017, 18:09

I just felt bad for forcing you to recreate the situation... although you were really close, despite the dumb question. I have to take care of my developers, they are the future. :lol:

Nah, just wanted to say that now everything is working. I was just doing it wrong. Thanks again! ;)
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Re: Menu system

Postby SolarPortal » 24 Aug 2017, 18:18




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Re: Menu system

Postby planetX » 26 Aug 2017, 17:59

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Re: Menu system

Postby SolarPortal » 26 Aug 2017, 19:56

I will take a look later on for you :)



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Re: Menu system

Postby planetX » 27 Aug 2017, 08:48

Great! :D

BTW I've just noticed that it's the same with the "control", "alt" and "delete" keys. I particularly need to know the "enter" and "delete" ones in order to enable a keyboard navigation.
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Re: Menu system

Postby StarFire » 27 Aug 2017, 12:19

lol fully featured key commands :lol:
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Re: Menu system

Postby SolarPortal » 27 Aug 2017, 13:12




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Re: Menu system

Postby planetX » 27 Aug 2017, 14:30

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Re: Menu system

Postby SolarPortal » 27 Aug 2017, 14:35

haha cool :)

Looking forward to releasing this next version as its had a huge... amount of changes.



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