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> anyone know how to make a SMRPG battle menu?
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NMasutaa
  Posted: Apr 29 2007, 05:56 PM
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Does anyone know how to make the 4-button battle menu from Super Mario RPG? I've been trying to make it, but it hasn't exactly worked out too well.
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Ike Bravo
Posted: Apr 29 2007, 06:47 PM
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What are you using?


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NMasutaa
Posted: Apr 29 2007, 07:06 PM
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I'm using Multimedia Fusion 2.
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Ike Bravo
Posted: Apr 29 2007, 07:13 PM
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QUOTE (NMasutaa @ Apr 29 2007, 07:06 PM)
I'm using Multimedia Fusion 2.

Then I can help! (Or atleast try)


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Xgoff
Posted: Apr 29 2007, 07:14 PM
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I'd do it with alterable values, text blitter, active overlay, overlay and maybe a subapp

This post has been edited by Xgoff on Apr 29 2007, 07:20 PM


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NMasutaa
Posted: Apr 29 2007, 07:17 PM
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wait... what's overlay?
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Xgoff
Posted: Apr 29 2007, 07:19 PM
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QUOTE (NMasutaa @ Apr 29 2007, 06:17 PM)
wait... what's overlay?

an object you'd need to draw the box


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(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Ike Bravo
Posted: Apr 29 2007, 07:25 PM
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I really suck at RPG's, don't bother to look at it if you want to use it :

Attached File ( Number of downloads: 6 )
Attached File  Sucky_RPG_Battle_Engine.cca


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NMasutaa
Posted: Apr 29 2007, 07:37 PM
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Ok, um... maybe I need to be a bit more specific.

See, in SMRPG, a battle opens w/ the menu w/ all four buttons closed--you can't see "Attack, Other, Item, or Special" yet. Instead, all of them are on ABXY. When a button is pressed, one of those sections on the menu opens after a short delay. There's another short delay after that, and then another sub-menu w/ a description/list of action(s) appears. Now, you can do either of two things: continue through that sub-menu by pressing the key again, or switch to another by pressing a different key.

Now my problems in particular--I actually may not have encountered all of these yet b/c I'm not too far into the program, so it's partly speculation.
First, I need to make sure that there are delays between the menu-switching so that pressing a key once doesn't end up speeding through the entire menu w/o giving the player a chance to actually look through them and choose something.
So what's a good way to make the delays?
Next, there's the problem of making sure that the open menu command (e.g. Attack, Special, Other, Item) can't be switched when it is already switching; or making sure that pressing the key for an action already opened (i.e. pressing D when the menu is already open to Attack) continues that action instead of switching.
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Xgoff
Posted: Apr 29 2007, 08:29 PM
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this is as close as my attention span would allow me to get

i suck at coding menu systems (especially multilevel menus) so be prepared to fix stuff

EDIT: changed some stuff

This post has been edited by Xgoff on Apr 29 2007, 08:42 PM


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DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
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(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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NMasutaa
Posted: Apr 29 2007, 08:56 PM
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Whoa... thanks! That actually seemed to work really well. I think it'll help me out a lot when I do my final system.

I have a question, though, since I'm not too experienced at coding yet. How does "only one action when event loops" work?
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Xgoff
Posted: Apr 29 2007, 09:01 PM
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QUOTE (NMasutaa @ Apr 29 2007, 07:56 PM)
I have a question, though, since I'm not too experienced at coding yet. How does "only one action when event loops" work?

It changes a condition into an event... sort of (actually it's a little more complicated)

I actually don't think i need it in there, since i have the flag shut itself off after it runs through its actions. I originally put it in there because I only needed the actions to run once when the flags were on, but seeing as they shut themselves OFF it's kind of useless



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DIRECTIVE 1 (APPLE): i may or may not reply promptly or at all; and there are no guarantees to the usefulness of the reply. i may not acknowledge whether i have even received your private message
DIRECTIVE 2 (CHILE CON CARNE): as per my view, "private" applies only to the initial transaction, and the material of your message may or may not be made public at my discretion; as this will more than likely be a post in the CCC or IRC, you may not be able to view it
DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep
DIRECTIVE 4 (BOOTSTRAP): if you have read this disclaimer, please private message me promptly, in compliance with the above terms, so i can ensure you are capable of following directions you idiot
this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence
NOTICE: these directives and their terms may change at any time, without notice; as a private message transaction to myself assumes an understanding and full compliance of the above, you should ensure you are fully aware of the above terms at any point before sending a private message; any message received is assumed to have been sent in compliance with the above

QUOTE
(5:25:58 PM) Mikau: xgoff
(5:26:00 PM) Mikau: guess what
(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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