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Xach-Crisis
post Nov 26 2009, 10:48 PM
Post #21


"In a world called Tenebrae..."
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Ofcourse, just tell me which color and i will get on editing it sometime soon hopefully


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jneul
post Dec 3 2009, 12:17 AM
Post #22


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just curious as to how you got your dialogs looking like that by the way, did you use something like irisskin, or did you actually manage to alter skin yourself, if so i am intetrested in how you did this.


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lastend
post Dec 3 2009, 12:47 AM
Post #23


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The editor dialogs are all just c# .net forms. The game engine side uses whatever image you give it for that part of the gui. Keep in mind Windows 7 is doing the main layout on that dialog.

This post has been edited by lastend: Dec 3 2009, 12:50 AM


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jneul
post Dec 3 2009, 01:19 AM
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QUOTE (lastend @ Dec 3 2009, 08:47 AM) *
The editor dialogs are all just c# .net forms. The game engine side uses whatever image you give it for that part of the gui. Keep in mind Windows 7 is doing the main layout on that dialog.


are you using the x86 or x64 version, i have a x64 computer so i am going to try the new windows, because i am fed up of xp, it's not the first time i have had to re-install it this year lol
Edit: also which IDE are you using is it Visual Studio 2008??

This post has been edited by jneul: Dec 3 2009, 01:37 AM


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Job Vacancies: Artists are required for making graphical resources, which will include interface assets, tile sets, character sets, battler sets, window skins, panorama’s, weapons, icons, monsters etc.
I am willing to pay money for talented artists, but you will need to prove your skills to me first, please send me a sample of your work, and identify your charges and I will contact you if I am interested.

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lastend
post Dec 3 2009, 11:25 AM
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QUOTE (jneul @ Dec 3 2009, 02:19 AM) *
QUOTE (lastend @ Dec 3 2009, 08:47 AM) *
The editor dialogs are all just c# .net forms. The game engine side uses whatever image you give it for that part of the gui. Keep in mind Windows 7 is doing the main layout on that dialog.


are you using the x86 or x64 version, i have a x64 computer so i am going to try the new windows, because i am fed up of xp, it's not the first time i have had to re-install it this year lol
Edit: also which IDE are you using is it Visual Studio 2008??


x86, but if you have x64 that would do even better on Win7 from what I've read on it. Yep I'm usesing VS08 for web design and games. Been waiting for VS10 to get out of beta in hope that it works a bit better with css. VS08 web sites in visual mode don't uses themes. I'm hoping they upgraded this.

This post has been edited by lastend: Dec 3 2009, 11:25 AM


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Puck
post Dec 7 2009, 11:09 AM
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once i'm convinced its safe for my comp and won't lag, i'm sold. looks slightly complicated in comparison with 2k 2k3 XP or VX but hey its worth a shot.

are their any videos of how it works or like any way for the people who wanna use this can see what its like without having to install it?you should put a vid on youtube or something. i like how big you can make maps, make an ABS game on that and you just kicked legend of zelda in the butt XD


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Nommy
post Dec 9 2009, 12:09 PM
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Try to get someone to do a grammer/spelling check for your system/website/instructionmanuals/etc.

If I can get enough time, I'll do it. Not this week tho. I'll be taking a final in 20 minutes and I'm off to work after that.


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lastend
post Dec 10 2009, 11:01 AM
Post #28


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If you see a spelling or grammer error please let me know.


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kaz
post Dec 10 2009, 02:06 PM
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QUOTE (lastend @ Nov 24 2009, 10:27 AM) *
Here what the map creation window looks like.







Transparent - not transpartent

Display an in game message box not. Display a in game message box.

A couple of ones that came to mind from the screenshots plus easier not easyer


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lastend
post Dec 10 2009, 02:21 PM
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Thank you [Kaz]. I have fixed the Form / screenshot.


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Redd
post Dec 11 2009, 10:33 AM
Post #31


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Keeps on looking better and better smile.gif keep up the good work biggrin.gif


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lastend
post Dec 15 2009, 12:51 PM
Post #32


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Here what I been working on this past week.

CODE
dofile("Scripting\\Base\\Keys.lua")
Scripting_RegisterClass("ui")
Scripting_RegisterClass("engine")


UI.AddButton(13, "Play", 0, 24, 150, 20, "UI.Load('PlayMenu.lua', true)", Keys.Enter)
UI.AddButton(14, "Settings", 0, 48, 150, 20, "Engine.ShowVideoSettings()", -1)
UI.AddButton(15, "Exit", 0, 72, 150, 20, "Engine.CloseWindow()", Keys.Escape)


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lastend
post Dec 17 2009, 02:18 PM
Post #33


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Here an update to that script.

CODE
dofile("Scripting\\Base\\Keys.lua")
Scripting_RegisterClass("ui")
Scripting_RegisterClass("engine")

function loadUI()
  _width = Engine.GetWindowWidth()
  _height = Engine.GetWindowHeight()
  _offsetX =_width - 160

  dialogID = UI.AddDialog(0, 0, _width, _height)
  UI.SetDialogColors(dialogID, 0, 0, 0, UI.ARGB("Blue"))
  UI.SetDialogCaption(dialogID, "Main Menu", 0, 30)
  UI.AddButton(dialogID, 13, "Play", _offsetX, _height - 112, 150, 20, "UI.Load('PlayMenu.lua', true)", Keys.Enter)
  UI.AddButton(dialogID, 14, "Settings", _offsetX, _height - 88, 150, 20, "Engine.ShowVideoSettings()", -1)
  UI.AddButton(dialogID, 15, "Exit", _offsetX, _height - 64, 150, 20, "Engine.CloseWindow()", Keys.Escape)
end

loadUI() -- I wrap this in a function so its attributes drop out of memory once out of scope.


This post has been edited by lastend: Dec 17 2009, 02:19 PM


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lastend
post Dec 18 2009, 02:30 PM
Post #34


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The scripting for the UI is going great. The system will allow full control over any GUI control. For users that don't know scripting there are many prebuilt gui objects that need no scripting.

CODE
dofile("Scripting\\Base\\Keys.lua")
Scripting_RegisterClass("ui")
Scripting_RegisterClass("engine")


dialogID = nil

function loadUI()
  _width = Engine.GetWindowWidth()
  _height = Engine.GetWindowHeight()
  _offsetX = _width - 160

  dialogID = UI.AddDialog(0, 0, _width, _height)
  UI.SetDialogColors(dialogID, 0, 0, 0, UI.ARGB("Blue"))
  UI.SetDialogCaption(dialogID, "Play Menu", UI.ARGB("White"), 30)
  UI.AddButton(dialogID, 13, "New Game",  _offsetX, _height - 112, 150, 20, "Engine.NewGame()", Keys.Enter)
  UI.AddButton(dialogID, 14, "Load Game",  _offsetX, _height - 88, 150, 20, "Engine.LoadGame()", -1)
  UI.AddButton(dialogID, 15, "Main Menu",  _offsetX, _height - 64, 150, 20, "UI.Load('MainMenu.lua', true)", Keys.Escape)
end

loadUI() -- I made this in a function so its attributes drop out of memory once out of scope.

function resize() -- Called any time the engine window is resized, it is optional.
  _width = Engine.GetWindowWidth()
  _height = Engine.GetWindowHeight()
  _offsetX = _width - 160

  UI.SetDialogSize(dialogID, _width, _height)
  UI.SetButtonLocation(dialogID, 13, _offsetX, _height - 112)
  UI.SetButtonLocation(dialogID, 14, _offsetX, _height - 88)
  UI.SetButtonLocation(dialogID, 15, _offsetX, _height - 64)
end


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lastend
post Dec 24 2009, 01:26 PM
Post #35


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I didn't like how the UI scripting was looking. So I put the UI objects in sub classes of the UI class. At any rate it looks better and is easier to remember syntaxs.

CODE
dofile("Scripting\\Base\\Keys.lua")
Scripting_RegisterClass("ui")
Scripting_RegisterClass("engine")

dialogID = nil

function loadUI()
  local _width = Engine.GetWindowWidth()
  local _height = Engine.GetWindowHeight()
  local _offsetX = _width - 160

  dialogID = UI.Dialog.Add(0, 0, _width, _height)
  UI.Dialog.SetColors(dialogID, 0, 0, 0, UI.ARGB("Blue"))
  UI.Dialog.SetCaption(dialogID, "Main Menu", UI.ARGB("White"), 30)
  UI.Button.Add(dialogID, 12, "UI Test", _offsetX, _height - 136, 150, 20, "UI.Load('UI Test.lua', true)", -1)
  UI.Button.Add(dialogID, 13, "Play", _offsetX, _height - 112, 150, 20, "UI.Load('PlayMenu.lua', true)", Keys.Enter)
  UI.Button.Add(dialogID, 14, "Settings", _offsetX, _height - 88, 150, 20, "Engine.ShowVideoSettings()", -1)
  UI.Button.Add(dialogID, 15, "Exit", _offsetX, _height - 64, 150, 20, "Engine.CloseWindow()", Keys.Escape)
end

loadUI() -- Is in a function so its attributes drop out of memory once out of scope.

function resize()
  local _width = Engine.GetWindowWidth()
  local _height = Engine.GetWindowHeight()
  local _offsetX = _width - 160

  UI.Dialog.SetSize(dialogID, _width, _height)
  UI.Button.SetLocation(dialogID, 12, _offsetX, _height - 136)
  UI.Button.SetLocation(dialogID, 13, _offsetX, _height - 112)
  UI.Button.SetLocation(dialogID, 14, _offsetX, _height - 88)
  UI.Button.SetLocation(dialogID, 15, _offsetX, _height - 64)
end


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rcGingerNinja
post Jan 1 2010, 10:43 PM
Post #36


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There isn't much point in speculating too heavily on why it should be used rather than XP or VX.

It is obviously still in heavy and current development, and the best chance users of VX and XP have going for them, with a developer like this, is the power to actually say something and get what they want put into it.

Could you ever imagine emailing enterBrain with ideas and getting them, let alone anytime soon? I doubt it.
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lastend
post Jan 12 2010, 01:46 PM
Post #37


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Here a list of all the dialog commands. Let me know if you want anymore added.

Information
The UI Dialog class allows you control over dialogs. All of the following commands can be accessed by using [ UI.Dialog. ] You will have to register the UI class.


Functions

int Add(int x, int y, int width, int height )
Add a dialog. Returns the id of the created dialog.

SetCaption(int dialogID, string text, int fontColor, int height)
Creates and enables the caption.

SetColor(int dialogID, int color)
Set the background color of the dialog.

SetColors(int dialogID, int topLeft, int topRight, int bottomLeft, int bottomRight)
Set the background blended colors of the dialog.

SetLocation(int dialogID, int x, int y)
Set the dialog location.

SetSize(int dialogID, int width, int height)
Set the dialog size.

SetFont(int dialogID, string faceName, uint size)
Set the dialog font.

SetFontColor(int dialogID, int fontColor)
Set the dialog font color.

...The site will be updated once we get a few more of the scripted objects documented...


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lastend
post Jan 13 2010, 06:10 PM
Post #38


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Here are a few more UI objects that have been documented.

Information
The UI Button class allows you control over buttons. All of the following commands can be accessed by using [ UI.Button. ] You will have to register the UI class.


Functions
Add(int dialogID, int id, string text, int x, int y, int width, int height, string luaEvent, int Key)
Adds a button.

Remove(int dialogID, int id )
Remove a button.

SetClickEvent(int dialogID, int id, string luaClickEvent )
Set the button click event.

SetLocation( int dialogID, int id, int x,int y)
Set the button location.

SetSize(int dialogID, int id, int width, int height)
Set the button size.

SetText(int dialogID, int id, string text)
Set the button text.

string GetText(int dialogID, int id )
Returns the button text.


Information
The UI Picture class allows you control over pictures. All of the following commands can be accessed by using [ UI.Picture. ] You will have to register the UI class.


Functions
Add(int dialogID, int id, int x, int y, int width, int height, int xTex, int yTex, int wTex, int hTex, string filename)
Add a picture to a dialog.

Remove(int dialogID, int id)
Remove a picture.

SetLocation( intdialogID, int id, int x,int y)
Set the picture location.


SetSize( int dialogID, int id, int width, int height)
Set the picture size.


Information
The UI Label class allows you control over Labels. All of the following commands can be accessed by using [ UI.Label. ] You will have to register the UI class.


Functions
Add(int dialogID, int id, string text, int x, int y, int width, int height)
Add a Label.

Remove( int dialogID, int id )
Remove a label.

GetText(int dialogID, int id )
Get a label text.

SetText(int dialogID, int id, string text)
Set a label text.

SetLocation(int dialogID, int id, int x, int y)
Set a label location.

SetSize(int dialogID, int id, int width, int height)
Set a label size.



Information
The UI Link class allows you control over links. All of the following commands can be accessed by using [ UI.Link. ] You will have to register the UI class.


Functions
Add(int dialogID, int id, string text, int x, int y, int width, int height, string luaClickEvent)
Add a link.

Remove( int dialogID, int id )
Remove a link.

GetText(int dialogID, int id )
Get a linktext.

SetText( int dialogID,int id,string text)
Set a linktext.

SetLocation( int dialogID,int id, int x,int y)
Set a linklocation.

SetSize( int dialogID, int id, int width, int height)
Set a link size.

SetClickEvent(int dialogID, int id, string luaClickEvent)
Set the link click event








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lastend
post Jan 18 2010, 08:52 PM
Post #39


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Good news the UI scripting system is just about in beta status. I have coded all the wrappers to the appliction, and have documented them. The new UI documentation will be posted to the projects website once I complete each UI object example.

Moving forward I have move myself to the scripting IDE side of things. So far I have added many new options. Like colored syntaxs, text zoom, and auto complete syntax. This is now an other area that I will post more information on once its documentation is done.

This post has been edited by lastend: Jan 19 2010, 03:17 AM


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Rukiri
post Jan 26 2010, 10:49 PM
Post #40


emerge -avt awesome! Wait... it brings me.... HERE?!
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Wow uber simple coding man! So clean!


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