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FPSC Classic Scripts / how to create an animated menu ?

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Disturbing 13
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Posted: 26th Aug 2007 12:10
I'm definitely intrested in progress on both sides.


SamHH
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Posted: 8th Sep 2007 17:53
Quote: "but I had an animated menu in Meat, and it takes a bit of time."
the menu in meat was a still image, the intro had the writing of the menu.
Thistle Studios
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Posted: 8th Sep 2007 19:32
the problem is, i tried to set the title page to an avi video, but upon previewing it can't run the code.

I agree, its impossible to have a video running while you click buttons on the main menu, it can only have an introducing video

If only, you could have gif images supported by fpsc...

Im a new user, im young and FPI-dyslexic, i simply dont have the foggiest and cant learn FPI, so copy and paste code snippets please!
jeffhuys
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Posted: 7th Oct 2007 14:32
How is the menu going? (I hate bumping old threads but I want to know!)


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Airslide
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Posted: 8th Oct 2007 02:12 Edited at: 8th Oct 2007 02:21
I JUST got it to work! Works with multiple levels and everything! I'll release it after the Phoenix compo

And no, I'm NOT kidding. It does take some work though.

EDIT: On second thought, I might release it now, cause it doesn't exactly seem to work well enough for me to keep it to myself. Beh. For some reason when you want to go back to the main menu via the in game menu it just quits the program, and when you press escape on the animated menu it brings up the ingame menu. There are probably ways around this but they'd still be make-shift and very complicated. Grr...


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SamHH
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Posted: 8th Oct 2007 03:36
COOL!


Disturbing 13
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Posted: 8th Oct 2007 15:44
definitely looking forward to this


Seth Black
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Posted: 8th Oct 2007 21:18
Airslide,

Very cool. I can't wait to see your workaround!

Thanks,

Seth Black


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Orrion Carn
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Posted: 8th Oct 2007 21:54
Quote: "once the updated source code is out, I and a few other (experienced with FPSC, New to DBP) people will edit FPSC and then we can all hopefully add new features."


So, ONCE TGC releases the source code, you'll be able to do that kinda stuff?


Fruitless CRUNK
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Posted: 8th Oct 2007 21:55 Edited at: 8th Oct 2007 21:58
Tell you what, let's just e-mail TGC and see if they can help us out on this one.

EDIT= BUTTERS IS RIGHT I GOT THE AVI ON THE MENU BUT HAD TROBLE ON THE BACKGROUND. AND AIRSLIDE I HAD THE SAME PROBLEM.

If anyone has Xbox live please add me to you're frinds list.
My tag is FruitlessCRUNK, but tell me who you are through a message.
Orrion Carn
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Posted: 8th Oct 2007 22:03
YEAH!!! Let's do that...


Nomad Soul
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Posted: 8th Oct 2007 22:25
Nice one Airslide

Looking forward to trying this out and hopefully contributing to help fix the known bugs.

As this is such a desired feature I'm sure they'll be a bunch of people working around the clock on it once uploaded.

Thanks, Nomad
Conjured Entertainment
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Posted: 9th Oct 2007 03:01 Edited at: 9th Oct 2007 03:12
Why not use an external program for the menu?
Let the menu start the fpsc.exe and then make the titlepage.fpi script load the game without input.
In other words bypass the input on the FPSC titlepage all together.
Use hotkeys in the game to save, load, or quit the game.

His trailer had been edited obviously (no loading screen), so there could have been a clue cut out.
I am betting that he used an external menu with a method similar to what I described.

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Inspire
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Posted: 9th Oct 2007 04:28 Edited at: 9th Oct 2007 04:29
Quote: "EDIT: On second thought, I might release it now, cause it doesn't exactly seem to work well enough for me to keep it to myself. Beh. For some reason when you want to go back to the main menu via the in game menu it just quits the program, and when you press escape on the animated menu it brings up the ingame menu. There are probably ways around this but they'd still be make-shift and very complicated. Grr..."


Email me what you have, because I'm pretty sure I know the way around the escape issue. I don't think you can go back to the main menu, though.

EDIT: I just emailed you.

Orrion Carn
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Posted: 9th Oct 2007 05:15
Hey guys, I found the source code(Thanks to gemstone) It was at the FPSC site... Here: http://darkbasicpro.thegamecreators.com/?f=upgrade_6_2

Look into the files tab at the FPSC site... That's where I found it... Did you need the source code or do you need a way to Edit The source code???


Plystire
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Posted: 9th Oct 2007 08:04
@Orrion Carn:

That's the source code to V1.0

Not much use... that's the source I currently have.


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Orrion Carn
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Posted: 9th Oct 2007 21:56
Oh, ok... I miss-understood...


jeffhuys
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Posted: 11th Oct 2007 16:59
Airslide >>> CONGRATULATIONS! Here, a minuscule character from FPSC, named "AI" ->
But hey, if you release that code now, maybe the other users (including me) can edit it to work perfectly?

Thanks
Jeff


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Inspire
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Posted: 11th Oct 2007 23:36
Quote: "But hey, if you release that code now, maybe the other users (including me) can edit it to work perfectly?"


One of the problems isn't possible without a source edit, and the escape key problem is fixable, and if Airslide doesn't do it, I will, as I already know the solution.

jeffhuys
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Posted: 12th Oct 2007 08:49
Ok. I hate it when we need to edit the source.


-Jeff


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Disturbing 13
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Posted: 13th Oct 2007 12:17
Quote: "I hate it when we need to edit the source."

Yeah me too. All that is available at the moment is V1 source and I'll never go back to V1.


jeffhuys
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Posted: 13th Oct 2007 14:41
Lee said that with Christmas he will release the 1.07 source...

-Jeff


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Shadow Blade
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Posted: 13th Oct 2007 20:44
Any news on the menus?

Conjured Entertainment
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Posted: 18th Oct 2007 23:09 Edited at: 18th Oct 2007 23:46
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.

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Inspire
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Posted: 19th Oct 2007 02:38
Quote: "You don't have to edit the source if you use an external program for the menu like I suggested earlier."


Yeah, but that's not what we're trying to achieve. People have already made external menus, Darkfact and I have both made them, as well as many other people.

Conjured Entertainment
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Posted: 19th Oct 2007 03:59 Edited at: 19th Oct 2007 04:03
Quote: "People have already made external menus, Darkfact and I have both made them, as well as many other people."

Then what's the thread for??
If you want an animated menu then use the external program.

Quote: "Yeah, but that's not what we're trying to achieve."

Well, Calimero asked how to make an animated menu, and here is the answer. DO IT OUTSIDE FPSC!
Why go out of your way to force it to work inside FPSC if you don't have to?
Save yourself the grief and do it the easy way.

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Inspire
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Posted: 19th Oct 2007 04:58
Quote: "Then what's the thread for??"


To find out how to make an animated menu.

Quote: "If you want an animated menu then use the external program."


...or use Airslide's method.

Quote: "Well, Calimero asked how to make an animated menu, and here is the answer. DO IT OUTSIDE FPSC!
Why go out of your way to force it to work inside FPSC if you don't have to?
Save yourself the grief and do it the easy way."


But you can't use an external launcher in the Phoenix compo, can you?

Conjured Entertainment
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Posted: 19th Oct 2007 08:07 Edited at: 19th Oct 2007 08:49
Quote: "To find out how to make an animated menu."

Exactly, and that is just what I did.

Quote: "But you can't use an external launcher in the Phoenix compo, can you?"

What does that have to do with the first post, or the rest of the thread?

If you don't like my suggestion fine, but all I did was answer his question.
I hope this helped you Calimero.

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s4real
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Posted: 19th Oct 2007 20:19 Edited at: 19th Oct 2007 20:26
@inspire : I think you cant pack the game with any protection system this method is just using a animated menu made in a different program.

@Conjured entertainment: Avi will always play over the top as it uses window player files, using flash format would work very well, I would love to check out how you set the setup files to bypass fpsc main menu.

best s4
Demonic Games
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Posted: 19th Oct 2007 21:19 Edited at: 20th Oct 2007 16:56
I still can't understand how to make a animated menu... can someone make a tut for everybody who's new here

Thanks all (1st post )

DG Coming Soon- Also Waiting for FPSC DX10
Inspire
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Posted: 19th Oct 2007 22:55 Edited at: 19th Oct 2007 23:01
Quote: "Exactly, and that is just what I did."


Revised Sentence: To find out how to make an animated menu within FPSC.

Quote: "What does that have to do with the first post, or the rest of the thread?"


Just mentioning that, because Airslide and I, as well as many other people that probably read this thread, are entering it, and it would be useful to know how without using an external .exe. Also, the menu in E.L.E. was made within FPSC, not using an external .exe, and he wanted to know how to make one like that.

@ S4:

I'm pretty sure that DarkFact said that you could only have one .exe for that game, I'll take a look and edit this post if I found it.

Darkfact said this:

Quote: "It depends. If your game is "launched" with an external program exe, then no. If you write an FPSC script that somehow allows you to call and run an executable from within the game, then yes. My intent is that everyone has a fair shot at winning. For this reason, only the official releases of FPSC may be used. You may use any third party application to aid in "creating" the game (like Milkshape, Photoshop, 3dsMax, etc.), but actually running and "playing" the game must be done "as is" with no more or no less functionality than what the original fpscgame.exe provides. This is the only way to be fair to everyone. Perhaps in the spring when we have our next iteration, we'll run a dual contest. The "normal" one for stock/custom FPSC games and a "supercharged" version where there are no restrictions."


s4real
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Posted: 19th Oct 2007 23:09
@Inspire : Thanks for clearing that up and yes I was wrong, Airslide method is prob the best way to go, Ive been looking at it the past few days.

Best s4
Conjured Entertainment
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Posted: 20th Oct 2007 00:32 Edited at: 20th Oct 2007 00:35
Quote: "the menu in E.L.E. was made within FPSC, not using an external .exe, and he wanted to know how to make one like that."

Yes that was the question. How to make an animated menu like the one in the ELE trailer.
I must have overlooked the part where the creator of ELE came in the thread and said it was done inside FPSC.
Or are you the creator? Sorry, I missed that.

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s4real
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Posted: 20th Oct 2007 00:39
@Conjured I would love to check out the setup changes you made email me if you want to tlk.

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Inspire
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Posted: 20th Oct 2007 06:29
Quote: "I must have overlooked the part where the creator of ELE came in the thread and said it was done inside FPSC. "


He didn't. He mentioned it in the E.L.E. thread, and everyone was baffled, until we figured it out.

Conjured Entertainment
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Posted: 20th Oct 2007 11:10 Edited at: 20th Oct 2007 11:18
Quote: "@Conjured I would love to check out the setup changes you made email me if you want to tlk."


Here is what I did to the titlepage.fpi ....



And here is what I did in the setuplevel.fpi ...



With these simple changes to those two files, the exe can be called externally with ease.
An external program for the menu allows for many options, as well as a work around to increase the number of levels beyond 50.

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s4real
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Posted: 21st Oct 2007 02:39
Thanks for the info will check it out.

Best s4
Plystire
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Posted: 21st Oct 2007 04:42
Quote: "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."


Hmmm, what if you just called a new compiled "game" with the extra levels at the end of the first compiled game, where the second one doesn't HAVE a title menu or whatnot? Wouldn't that make it appear to be the same game that has more than 50 levels?


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Dammit, Jim! I'm a programmer not a graphic designer!!!

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Conjured Entertainment
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Posted: 21st Oct 2007 23:58 Edited at: 22nd Oct 2007 00:01
Yeah but you can't call the next exe for the second one from the first.
FPSC can't call it, so you have to go back out thru the external menu.
That is the idea though, to get the menu to continue on its own after you make the first selection.
Unless of course, you wanted to jump to a different level manually.
Higher levels could be locked with passwords, but that too has been suggested numerous times.

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Pain
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Posted: 22nd Oct 2007 18:17
WOW the brain power on this thread is outstanding...

me = no nothing of this subject.

pain

Me = noob

and i love The TGC : )
Plystire
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Posted: 23rd Oct 2007 15:57
Quote: "FPSC can't call it"


Heh, whoops, my bad. I've been playing around too much with the source, I guess I kinda forgot that I was the one who put that script command in. (And Empty... I just replicated it )


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Dammit, Jim! I'm a programmer not a graphic designer!!!

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Avid
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Posted: 23rd Oct 2007 17:59
I'm relying on you code guys to work this out, so us media guys can do the REAL work and create some nice menu graphics and videos :p.
Plystire
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Posted: 23rd Oct 2007 22:55
Quote: "I'm relying on you code guys to work this out, so us media guys can do the REAL work and create some nice menu graphics and videos :p."


Rely on us... so you can do the REAL work? Pardon me but that does sound like a contradiction. lol


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Dammit, Jim! I'm a programmer not a graphic designer!!!

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Pain
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Posted: 26th Oct 2007 18:23
well this is out of my hands
i can model, i can script little bits, i can understand how FPSC works but i cant think....

pain

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and i love The TGC : )
Conjured Entertainment
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Posted: 27th Oct 2007 00:04 Edited at: 27th Oct 2007 00:15
Well, the animated feature is nice but another added feature of using the external menu is multiple maps in multiplayer.
Every level in the single player version could have an arena build.
Then all of the arenas would be options for the external menu.
The user only clicks the shortcut for the menu and it does all the rest.
I'm thinking of a DVD build that has a 20 or so level single player game and all 20 levels available for multiplayer.
They could even be set to rotate in a pre-selected order that is determined by the user, I imagine.
The possibilites with an external program for the menu are really endless.

I'm even thinking that a generic menu as described could be made to suit multiple games.
If the links on the menu were dynamic (user can edit background and title), then the names of the EXEs could be sequential.
In other words, the first link would call an "ez_menu_1.exe", the second would call an "ez_menu_2.exe", and so on.
Then anybody could use this program to customize the menu to their game by simply using a predetermined naming convention for the executables.
They would also need to edit the fields for the buttons, but if those values (paths for AVI, titles for buttons) were read in by a simple text file, then they too would be easy to edit.
In fact, the menu could be one generic program, and the customizer would be a program that edits those external files that the menu program uses to display custom titles and backgrounds (including AVIs). Anyway, I have been giving this alot of thought and plan to apply this type of menu to FPSC X10.



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Inspire
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Posted: 27th Oct 2007 04:12
You only need one game .exe if you're making a menu.

protoborg
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Posted: 4th Nov 2007 08:55
@Conjured: What game do you know of that has more than 50 levels? I cannot imagine anyone wanting to sit through more than 50 levels. As far as the other stuff goes, I think it would make the entire process of making a game far too complicated. Why would you want to have an external program just to have a fancy menu. The real problem with your method is that if the external program were to be deleted, your game would cease to function. There enough problems with FPS Creator as it is. Let's not ADD to them.

You know your code sucks when it does what you want before you know what you want.
Conjured Entertainment
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Posted: 4th Nov 2007 09:28 Edited at: 4th Nov 2007 09:36
Do what you want.
I am going to use an external program.


Quote: "if the external program were to be deleted, your game would cease to function"

That can be said with any of the media.
Delete a characters x file and see what happens.

Quote: "What game do you know of that has more than 50 levels?"

Bullet Candy
DevastationZone Troopers
Dinky Dungeon
Donkey Kong Country 3
LBreakout2
Robbox
Sonic Adventure DX
Star Wars Trilogy: Apprentice of the Force

Just to name a few, because the list goes on and on.
I am just saying that it is possible, and that the so called limitations can be worked around like anything else.
You are right though, 50 levels is more than enough for good gameplay.

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Avid
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Posted: 5th Nov 2007 22:10
You probably talking about solid levels there, you may want to split the game up into smaller separate 'level's for performance issues, and because the map size can be limiting. I can see people using up 50 very quickly if doing that.
Pain
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Posted: 6th Nov 2007 16:50
post 100 im 100 yes...

cant belive u guys are still at this..

pain

Me = noob

and i love The TGC : )

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