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Author Topic: Skipping the menu (advanced script usage discussion)  (Read 1469 times)

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Offline utunnels

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Skipping the menu (advanced script usage discussion)
« on: May 24, 2012, 04:51:11 am »

Introductions

This topic is about how modding will be if the default menu screen at the beginning of the game is totally skipped.

My goal is removing most(if not all) none-level elements from the game. In another word, the game is about a set of levels, nothing more. There are variuos interfaces, menu, scene, select screen, stage clear screen, hall of fame, game over, etc, none of them can't be simulated by a level. Questions such as how to make animated title screen background, how to make a select screen which looks exactly like xxx game, or how to show bonus items in stage clear screen, will never be solved unless all those interfaces get updated to support new features, which means lots of new commands which are totally useless for most people, and more bugs it will likely caused. Although update script can do almost everything, but to my experience, drawing an animation using update script is not pleasant at all, let alone simulating special effects such as gravity and bounce.

There's still no made game to show this idea though, but we can discuss it first, new ideas are always welcome.

Skip the menu

In levels.txt, add this:

skiptoset 0

This will start the game from set 0 (the first set), same as you choose that set from the new game menu. This doesn't add extra stuff directly, but will allow those who don't want the default menu to custome their games.

To skip the select screen, use this in your set:

skipselect

Just provide an empty list and the game will be redirect to the first level instead of the default select screen. This allows you to make a custom start menu with that level. But you will get a instant game over because there's no player. To fix this, that level need to be changed to allow the absence of players. Just change the level type to 2 and it will no longer check, additionally, HUD will be also skipped so you can use this level as a canvas for your custom menu. Although, you can still spawn things under this level type (useful for animated background, menu items, demo scene, etc).

Save/load game

It is hard to load a saved game because the absence of the load menu. For script users, filestream will be your friend (guess some people have already tried), meeans there's no impossible as long as you can read/write files. Otherwise, you can use changeopenborvariant("usesave", 1) to force the game to load a saved game after current level is finished (or you can use jumptobranch to end it immediately). I recommend you to change cansave to 2 in levels.txt, because you don't have a default select screen in this case. Don't forget to change usesave to 0 in level.c, if you don't want to play the same level forever.

nosave {bi}

This command is in level txt and will disable/enable saving for current level. Better to change your custom menu level to disable saving.

nofadeout {bi}

Another level command. Ignore the fadeout effect after the level is finished. If you want to make a dummy level which only redirect you to another branch, you may want to add this.

About sets/difficulties/game modes

Instead of developing a feature (which should be eay) to choose different sets, it is practicable to use branches and a custom game mode choosing screen. Should not be a problem for advanced script users. Another way is making a stage select level like G.I. Joe, should work in most case unless you don't like a cursor.
« Last Edit: May 24, 2012, 04:56:57 am by utunnels »

Offline volcanic

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Re: Skipping the menu (advanced script usage discussion)
« Reply #1 on: May 24, 2012, 05:33:23 am »
I love this feature.
You guys may have viewed my customized menu.
In case you're curious about it.
Here's the demo's download link.

http://115.com/file/dpbi10gg#
Fate-X.7z

Remember to use the latest engine.

Offline Nozomi

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Re: Skipping the menu (advanced script usage discussion)
« Reply #2 on: May 24, 2012, 07:21:42 am »
I love this feature.
You guys may have viewed my customized menu.
In case you're curious about it.
Here's the demo's download link.

http://115.com/file/dpbi10gg#
Fate-X.7z

Remember to use the latest engine.

Can you upload this file again? This link seems broken. :'(

Offline utunnels

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Offline Damon Caskey

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Re: Skipping the menu (advanced script usage discussion)
« Reply #4 on: May 24, 2012, 08:31:34 am »
Aye, this is truly a fantastic set of additions. Covers one of the last remaining weaknesses of OpenBOR.

DC
OpenBOR Wiki.

Coming Soon:
Spoiler
Fatal Fury Chronicals


Offline darknior

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Re: Skipping the menu (advanced script usage discussion)
« Reply #5 on: May 24, 2012, 10:08:22 am »
I have DL it with the first Chinese link who working fine :p

But i don't understand ... i can't launch the game :(
It is all in /data not packed with some .PSD and 新建文件夹 directory ...
I can't pack it ...
When i launch the .EXE it go to the OpenBOR list and write : No Mods in Paks Folder !

Help :p

Offline utunnels

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Re: Skipping the menu (advanced script usage discussion)
« Reply #6 on: May 24, 2012, 10:10:28 am »
You can create an empty file in the paks folder and rename it to whatever.pak

Offline BeasTie

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Re: Skipping the menu (advanced script usage discussion)
« Reply #7 on: May 24, 2012, 10:29:36 am »
The demo is really tight, well done. It's pretty fun to play too ;)

What scripts run the menu? it's hard to tell with all the stuff for chars in there.

Offline darknior

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Re: Skipping the menu (advanced script usage discussion)
« Reply #8 on: May 24, 2012, 10:32:39 am »
Thanks for the trick ;)

It is really fantastic ... it's the menu i always dream lol
With some news cool options like listen BGM, gallery, etc ...
Just don't forgive all the standard options :p

But it is so beautiful :D
And the character select is excellent too !
It's really open a new door to the MODs ... and l like it ;)

Offline volcanic

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Re: Skipping the menu (advanced script usage discussion)
« Reply #9 on: May 24, 2012, 08:58:44 pm »
What scripts run the menu? it's hard to tell with all the stuff for chars in there.
The title screen itself is a level.
I use levelupdatescript and levelkeyscript to handle all the stuffs.
You can check all the code in data/bgs/start folder.
 :)

Offline BeasTie

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Re: Skipping the menu (advanced script usage discussion)
« Reply #10 on: May 24, 2012, 10:21:32 pm »
After seeing how much script you have running I kinda feel I should give up modding on openbor completely :'(

Offline volcanic

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Re: Skipping the menu (advanced script usage discussion)
« Reply #11 on: May 24, 2012, 10:44:02 pm »
Mm...
I think we should have a script framework for this.
And it will make it much easier...

Offline BeasTie

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Re: Skipping the menu (advanced script usage discussion)
« Reply #12 on: May 24, 2012, 10:54:05 pm »
hehe I just meant script in general, after coming back to openbor modding I realise I just don't have the mind I once had, really suck at learning script, and my mod needs a ton of it.

Offline volcanic

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Re: Skipping the menu (advanced script usage discussion)
« Reply #13 on: May 25, 2012, 01:02:00 am »
Just don't forgive all the standard options :p
Ut's just added option support by script.
Just tested it and works like a charm.
Now the customized menu if complete! :)


Edit:
Have modified option screen a little.

« Last Edit: May 25, 2012, 01:09:04 am by volcanic »

Offline utunnels

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Re: Skipping the menu (advanced script usage discussion)
« Reply #14 on: May 25, 2012, 01:37:35 am »
Code: [Select]
options();
It is the default options menu wrapped by a script function, like the playgif function.


 



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