Animated menu success!
Quote: "Ok. I hate it when we need to edit the source."
You don't have to edit the source if you use an external program for the menu like I suggested earlier.
I just edited the titlepage.fpi and the setuplevel.fpi for a test game and it worked like a charm.
I bypassed the menu on the titlepage and changed the exit function from continuegame to quitgame in the setuplevel
to avoid an endless loop preventing exit due to the modification to the titlepage.
This method makes calling the exe from an external menu a piece of cake.
This means that multiple FPSC EXEs could be called from the same menu.
That means my old idea of having a game with more than 50 levels is possible.
If ten EXEs were called from an external menu that means that 500 levels could be accessed from one spot.
Really the number is only limited to the number of selections you want your menu to have.
The only problem so far is placing the buttons over the AVI, but I'm working on that now.
It seems to place itself on top no matter what I do, so I am thinking of editing the AVI itself and adding the buttons to it internally using a chroma key effect.
Or, I may opt for making the AVI the button.
I'm thining of something different than the one that was an example for the first post of this thread.
I'm thinking maybe a trailer for each EXE that starts playing once you hover the mouse over it.
If you click it, then it would run the EXE. So, the menu would have multiple AVIs.
You'll see this menu in action in my first release using FPSC X10.
So, you will all get to see exactly how its done if you want to emulate.