Custom restore gui

Started by piraatlife4me, Fri 06/02/2004 22:23:09

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piraatlife4me

Hey Agsers I am in need of your wisdom.
Does anyone know if there is a thread posted regarding custom save and load guis? If so where is it? I am looking around and I am seeing a lot of stuff about custom inventory but not much about custom save/restore guis.
Thanks
Daniel
Winebarger

Proskrito


Ytterbium

Quote from: Proskrito on Fri 06/02/2004 22:53:07
There is a tutorial about save and load guis in the GAC page:
http://atticwindow.adventuredevelopers.com/tutorials.php?id=1

Wow...isn't that highly coherent and understandable.


</sarcasm>

Currently in production: Septigon

piraatlife4me

Yeah thanks for the tip! This is kind of a weird save and restore gui. It is missing buttons such as load game and save game? Do you happen to know of know of any others?

Proskrito

#4
QuoteWow...isn't that highly coherent and understandable.
mmhh??
QuoteYeah thanks for the tip! This is kind of a weird save and restore gui. It is missing buttons such as load game and save game? Do you happen to know of know of any others?
Well, its using the listboxes themsesves as load and save buttons. (the 'enter' key works as a click also), so it loads the savegame when you click on its name in the listbox, and saves the game when you press enter after typing the name. (i think)
To make it save and load games by pressing a button:
make 2 more buttons:
- a 'save' one in the save gui  -> object 4
- a 'load' one in the load gui -> object 2

the code would only change the following: (look the arrows)
Code: ags
function interface_click(int interface, int button) { if (interface==0) {
// if Restore interface
if (button==1) {            
// if cancel is pressed
InterfaceOff(0); }
// Close interface
if (button==2) { <---------------------------- 'load' button
//if load is pressed
index=ListBoxGetSelected(0,0);
// get the selected game
RestoreGameSlot(savegameindex[index]);}
// restore the game
}
}   if (interface==1) {
// if save interface
if (button==4) { <---------------------------- 'Save' button
// if save is pressed 
index=ListBoxGetNumItems(1,3);
// Count saved games 
if (ind...........


I think it should work if i didnt make any mistakes.

Pumaman

Quote from: Ytterbium on Sat 07/02/2004 04:05:02
Wow...isn't that highly coherent and understandable.

</sarcasm>

Rather than smugly criticising things that people have put together in their own time and out of the goodness of their hearts, perhaps you'd like to contribute something yourself.

piraatlife4me

I'm really sorry if it sounded that way. I really did'nt mean to crticize anyone I think it is all great and really interesting. I was just a little confused because mine has buttons on it. I 'm sorry about that! My poor choice of wording the question.
Daniel
Winebarger

Ytterbium

Quote from: Pumaman on Sat 07/02/2004 18:14:18
Quote from: Ytterbium on Sat 07/02/2004 04:05:02
Wow...isn't that highly coherent and understandable.

</sarcasm>

Rather than smugly criticising things that people have put together in their own time and out of the goodness of their hearts, perhaps you'd like to contribute something yourself.


Sorry, it's just that I can't really understand that tutorial at all. Usually the definition of "tutorial" is something more step-by-step oriented.

Currently in production: Septigon

piraatlife4me

Hey Proskrito! I really appreciate the help. I have everything in my gui set up the way you showed me but the problem is it won't show my restored games for some reason.  I can get the game to save because I am finding saved game files in the compilied folder for my game. For some apparent reason they are not showing up in the list box for the restore game gui.  Do you know of any thing else that I might not be doing right?

Scorpiorus

You have to call the ListBoxSaveGameList (int gui, int object) function in order to display the saves in a listbox on a gui. It's usually called just before GUIOn(LOAD_GUI).


piraatlife4me

Scorpious saves the day....again!
Thanks! I swear you're a genius, that was my problem the whole time.
Thanks buddy!
Daniel
Winebarger

meowy

Hope it's okay to add to someone's thread with more questions.  I followed the link someone posted up there:
http://atticwindow.adventuredevelopers.com/tutorials.php?id=1

That lesson sort of makes sense.  I figured out where to put everything but the first two bits.

Where does this stuff go on my Global script file?



string text;

int index;



Every where I put it, it makes various errors.  Usually something about undefined index that's mentioned further in the script.

I've tried putting it at the top of the file, inside the () on various function lines, just randomly dropping it here or there.. and so far I haven't found the right spot haha
- meowy

a-v-o

Put it before the first use of these variables OUTSIDE any function, like below:

function abc ()
{
// function body  
}

string text;
int index;

function uses_text ()
{
StrCopy (text, "Hello");
}

meowy

Thank you!  No more errors now when I try to save the editing off :)

I've got a nice blue restore and blue save window.  On the save window, clicking "cancel" actually closes it out.  On the restore one, I cannot get the cancel button to work argh.

Also it won't save games either.. and I'm not sure if the restor window works yet.. so aggravating.

All I did with that tutorial from that site was change the first number in each of the sections to match with the right GUI#.  They used 0 and 1, and I use 4 and 5 because of other GUI's already being set up.

No idea what's wrong.
- meowy

meowy

Okay I fought with it some more and I give up.. I can't see what's wrong.  Here's the list of what GUI bits are what number and the script.  It saves off now at least.

Is there another section I need to mess with?  Can anyone tell me what I messed up, please?



I downloaded the RON interface template.  I can't get it to save games off though.  Did I mess something up somewhere?  I only changed the first # in the (#,#) to match my UI numbers..  I think that's all I touched haha

Here's what I have
SAVE (Is GUI 3)

object 0 is label
object 1 is text box (for entering saved game name)
object 2 is a label too
object 3 is the list box
object 4 is cancel button
object 5 is okay button


Here's the script that was already there

if (interface == SAVE) {         // if save interface
   if (button == 3) {
     ListBoxGetItemText(SAVE, 3, ListBoxGetSelected(SAVE, 3), text);
     SetTextBoxText(SAVE, 1, text);
     index = 21;
   }
   if (button == 1 || button == 5) {
     GetTextBoxText(SAVE,1,text);       // Get the typed text
     if (StrCaseComp(text, "") != 0) {    // If text not empty
       InterfaceOff(SAVE);         // Close interface
       SetDefaultCursor();
       if (index < 20)   {         // if less than 20
         index = ListBoxGetNumItems(SAVE,3);
         SaveGameSlot(index+1,text);       // Save game (text as description)
       }
       else {               // if saved games are 20
         index = ListBoxGetSelected(SAVE,3);   // Get the selected save game
         SaveGameSlot(savegameindex[index],text);  // Overwrite the selected game
       }
     }
   }
   if (button == 4) {
     InterfaceOff(SAVE);         // if cancel is pressed close interface
     SetDefaultCursor();
   }
 }



Then since I cannot save a game off, I don't know if the LOAD interface works either hrm.  (It's GUI 4)

object 0 is the list box
object 1 is cancel button
object 2 is label
object 3 is the okay button


 if (interface == LOAD) {
   if (button == 1) {             // if cancel is pressed
     InterfaceOff(LOAD);              // Close interface
     SetDefaultCursor();
   }
   else if (button == 3) {
     index = ListBoxGetSelected(LOAD,0);   // else get the selected game
     RestoreGameSlot(savegameindex[index]);    // restore the game
   }
 }



Okay then in Global I have this stuff

function on_key_press(int keycode) {
 // called when a key is pressed. keycode holds the key's ASCII code
 if (IsGamePaused() == 1) keycode=0;  // game paused, so don't react to keypresses
 if (keycode==17)  GUIOn(QUITGUI);   // Ctrl-Q
 if (keycode==363) GUIOn(SAVE);   // F5
 if (keycode==365) GUIOn(LOAD);  // F7
 if (keycode==367) RestartGame();  // F9
 if (keycode==434) SaveScreenShot("jammie.bmp");  // F12
 if (keycode==9)   show_inventory_window();  // Tab, show inventory

 if (keycode==19)  Debug(0,0);  // Ctrl-S, give all inventory
 if (keycode==22)  Debug(1,0);  // Ctrl-V, version
 if (keycode==1)   Debug(2,0);  // Ctrl-A, show walkable areas
 if (keycode==24)  Debug(3,0);  // Ctrl-X, teleport to room

if (keycode==363) {
// Press F5

SetTextBoxText(3,1,"");
// Clear Text box

ListBoxSaveGameList(3,3);
// Fill List Box with saved games

index=ListBoxGetNumItems(3,3);
// Count how many saved games there are          

if (index>19){
// If saved games 20 (maximum)

Display("You must overwrite a previous saved game");
// Display warning

}

InterfaceOn(3);
// Bring Save interface on              

}



if (keycode==365) {
// Press F7

ListBoxSaveGameList(4,0);
// Fill List box with saved games  

InterfaceOn(4);
// Bring restore Interface on


 }
}


Then below that last bit of } } is the Quit GUI I made.

- meowy

Pumaman

Looks reasonable enough. Can you see if any  agssave.*  files are created in the game folder when you press save?

Does the save window disappear when you press the save button?

meowy

Yeah.. it saves to .001, then if I try to save another game, it's still saving as .001.  Even saving from two different rooms didn't make a difference.

There's nothing on the restore window though.


If it helps, here's what's in the Compiled folder right now:

acsetup.cfg
febcat (the thing to click to start the game)
winsetup
agssave.001

and a screenshot


Ooh.. just thought of something, will it matter if I'm in debug mode or not?
- meowy

Scorpiorus

Try replacing the saving part with:

...
if (button == 1 || button == 5) {

   GetTextBoxText(SAVE,1,text);       // Get the typed text
   if (StrCaseComp(text, "") != 0) {    // If text not empty
      InterfaceOff(SAVE);         // Close interface
      SetDefaultCursor();
      if (index < 19)   {         // if less than 20

         index = ListBoxGetNumItems(SAVE,3);
         SaveGameSlot(index,text);       // Save game (text as description)
      }
      else {               // if saved games are 20
         index = ListBoxGetSelected(SAVE,3);   // Get the selected save game
         SaveGameSlot(savegameindex[index],text); // Overwrite the selected game
      }
   }
}
...

Also, to display saved games put:

...
if (keycode==365) { // F7
  ListBoxSaveGameList (LOAD, 0); // will add a list with saved games
 GUIOn(LOAD);
}
...

How does it go?

meowy

Thank you :)  Still having troubles though.



 if (interface == SAVE) {         // if save interface
   if (button == 3) {
     ListBoxGetItemText(SAVE, 3, ListBoxGetSelected(SAVE, 3), text);
     SetTextBoxText(SAVE, 1, text);
     index = 21;
   }
if (button == 1 || button == 5) {

  GetTextBoxText(SAVE,1,text); // Get the typed text
  if (StrCaseComp(text, "") != 0) { // If text not empty
     InterfaceOff(SAVE); // Close interface
     SetDefaultCursor();
     if (index < 19) { // if less than 20

        index = ListBoxGetNumItems(SAVE,3);
        SaveGameSlot(index,text); // Save game (text as description)
     }
     else { // if saved games are 20
        index = ListBoxGetSelected(SAVE,3); // Get the selected save game
        SaveGameSlot(savegameindex[index],text); // Overwrite the selected game
     }
  }
}
   if (button == 4) {
     InterfaceOff(SAVE);         // if cancel is pressed close interface
     SetDefaultCursor();
   }
 }

 if (interface == LOAD) {
   if (button == 1) {             // if cancel is pressed
     InterfaceOff(LOAD);              // Close interface
     SetDefaultCursor();
   }
   else if (button == 3) {
     index = ListBoxGetSelected(LOAD,0);   // else get the selected game
     RestoreGameSlot(savegameindex[index]);    // restore the game
   }
 }


That is what I have now.

Now the load screen just resets the game it seems.  Still no saved games listed there though, but if I hit 'okay' Cat just pops back to the starting spot in the door and the music starts over.  Even though there's one sitting in the compiled folder.   I even checked to be sure that my font colors were actually readable.. I have them at black/white so it's readable.

The saved game screen.. is there supposed to be a list of all my saved games there?  There isn't any if there should be.  I have that text contrasted white on black too, but it's just a black box.  

Yeah, it's definetly reseting the game.  I changed Cat to start in room 3 this time, then did the Load ui, and it just popped the room back to starting point.  I'm saving each time with a different name.  random letters usually, but there is only one saved game file in the compiled folder.

Seems like I'm forgetting to mention something but I can't remember what *laughs*   Thanks for the help so far :):)  By the time we get this working, I'll be a pro at making save/load ui's I think hahaha


When I save the script off there are no errors when I save the whole deal off to test it, if that helps any? haha
- meowy

Scorpiorus

#19
QuoteThe saved game screen.. is there supposed to be a list of all my saved games there? There isn't any if there should be. I have that text contrasted white on black too, but it's just a black box.
Ah sure, that's the problem. AGS adds a new save depending on how many is already listed in the listbox. If there are saved games displayed it creates a new save with a number SAVES_LISTED + 1. But since there is no save games the SAVES_LISTED is actually 0. So it save to the slot number 1. :)

Adjust your on_mouse_click function:

function on_key_press(int keycode) {
Ã, Ã, Ã, // called when a key is pressed. keycode holds the key's ASCII code
Ã, Ã, Ã, if (IsGamePaused() == 1) keycode=0; // game paused, so don't react to keypresses
Ã, Ã, Ã, if (keycode==17) GUIOn(QUITGUI); // Ctrl-Q
//Ã, Ã, Ã, if (keycode==363) GUIOn(SAVE); // F5
//Ã, Ã, Ã, if (keycode==365) GUIOn(LOAD); // F7
Ã, Ã, Ã, if (keycode==367) RestartGame(); // F9
Ã, Ã, Ã, if (keycode==434) SaveScreenShot("jammie.bmp"); // F12
Ã, Ã, Ã, if (keycode==9) show_inventory_window(); // Tab, show inventory

Ã, Ã, Ã, if (keycode==19) Debug(0,0); // Ctrl-S, give all inventory
Ã, Ã, Ã, if (keycode==22) Debug(1,0); // Ctrl-V, version
Ã, Ã, Ã, if (keycode==1) Debug(2,0); // Ctrl-A, show walkable areas
Ã, Ã, Ã, if (keycode==24) Debug(3,0); // Ctrl-X, teleport to room

Ã, Ã, Ã, if (keycode==363) {Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, // Press F5

Ã, Ã, Ã, Ã, Ã, Ã, SetTextBoxText(SAVE,1,"");Ã, Ã, Ã, Ã, Ã, Ã, // Clear Text box
Ã, Ã, Ã, Ã, Ã, Ã, ListBoxSaveGameList(SAVE,3);Ã, Ã, Ã, // Fill List Box with saved games
Ã, Ã, Ã, Ã, Ã, Ã, index=ListBoxGetNumItems(SAVE,3);Ã, Ã, Ã, // Count how many saved games there are
Ã, Ã, Ã, Ã, Ã, Ã, if (index>19) {Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, // If saved games 20 (maximum)

Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Display("You must overwrite a previous saved game"); // Display warning
Ã, Ã, Ã, Ã, Ã, Ã, }

Ã, Ã, Ã, Ã, Ã, Ã, InterfaceOn(SAVE);Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, // Bring Save interface on

Ã, Ã, Ã, }



Ã, Ã, Ã, if (keycode==365) {Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, // Press F7
Ã, Ã, Ã, Ã, Ã, Ã, ListBoxSaveGameList(LOAD,0);Ã, Ã, Ã, // Fill List box with saved games
Ã, Ã, Ã, Ã, Ã, Ã, InterfaceOn(LOAD);Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, // Bring restore Interface on

Ã, Ã, Ã, }

}

So pressing F5 shows the SAVE GUI whereas F7 displays the LOAD one.

In any case already saved games need to be listed on the save GUI, otherwise the save code wouldn't work properly.

EDIT: btw, the code assumes you use F5/F7 to bring up the save/load guis. If you also display them on pressing some GUI button you can't just put GUIOn(SAVE)/GUIOn(LOAD) there as these commands don't list the saved games. You need the same script as the one from on_mouse_click() function, i.e.:

to display the SAVE GUI

SetTextBoxText(SAVE,1,"");      // Clear Text box
     ListBoxSaveGameList(SAVE,3);   // Fill List Box with saved games
     index=ListBoxGetNumItems(SAVE,3);   // Count how many saved games there are
     if (index>19) {         // If saved games 20 (maximum)
        Display("You must overwrite a previous saved game"); // Display warning
     }
     GUIOn(SAVE);         // Bring Save interface on


to display the LOAD GUI:

     ListBoxSaveGameList(LOAD,0);   // Fill List box with saved games
     GUIOn(LOAD);         // Bring restore Interface on

meowy

Giving it a shot.. will post more after I fight with it some more hehe.  Thank you!

I had the f5/f7 working okay using what you posted, but the UI link still wasn't working.  So I tried to just erase the bit from the UI and now none works hahaha argh!!

I think I'll get it back working f5/f7 again and attempt removing the clickable link from the GUI screen and just write a little text note on how to save and restore.  Nice and simple.. I hope haha

I've since broke my quit UI too ahaha.. sheesh.  But hey, at least I know why that one doesn't work now!  Go me! =)
- meowy

Scorpiorus

#21
QuoteI had the f5/f7 working okay using what you posted, but the UI link still wasn't working. So I tried to just erase the bit from the UI and now none works hahaha argh!!
What is the GUI link btw? Do you mean you turn on your save/load GUI from another GUI (like what I mentioned) or is it a SAVE GUI button to save the game that doesn't work?

meowy

#22
Oh my gosh!! It works! =)  Woohoo thank you so much!  It all seems so simple now sheesh.

Obviously I should not post when I'm sleepy hehe.. I know what I meant to post a couple days ago but reading that, it makes no sense up there.  Hrm.  I'll try to explain, just in case anyone stumbles across this later on haha.

I couldn't get the ICONBAR clicky bit.. the little "load" and "save" click spots..  ?  Not sure what to call them.. but the images linked up to LOAD and SAVE GUI's.  They were loading up the wrong thing.

Just 20 minutes ago it clicked in my brain where I am supposed to put the GUIOn like from on_mouse_function, to make them work *laughs*  Gah.. I get it now at least haha

So now both F5/F7 and then clicking the ICONBAR link.. thingies.. bring up the proper screens.   It restored my game just fine too =)


I think I have a new problem.. I changed rooms during the test run, once I did that the script seemed to stop for the LOAD/SAVE buttons on the GUI and by F5/F7.  The ICONBAR gui works otherwise though.  (The look/walk/paw and quit all work fine)

Even returning back to the room I started in, it didn't start working again.  It's just with the save/load.

This time I'm fully awake, and I'm not sure if what I've said makes sense haha.  Going to do a search of the forum and see if anyoen else has had this problem though, figured i"d mention it before I hit post though =) (Edit, not sure what to search for.. so far not finding anything though.)

Thank you again for the help :)


EDIT:   If I change rooms, the F5/F7 actually DO work.  It's the Save/Restore buttons that are on the ICONBAR ui that pops up at the top of the screen that are breaking.  They act as if there's no script connected (But there is, since it works in the starting room before I change rooms.)


Here's what I have for the ICONBAR:



 if (interface == ICONBAR) {
   if (button == 4) {  // show inventory
     show_inventory_window();
   }
   else if (button == 5) {   // use selected inventory
     if (character[ GetPlayerCharacter() ].activeinv >= 0)
       SetCursorMode(4);
   }
   else if (button == 6)   { // save game
   SetTextBoxText(SAVE,1,""); // Clear Text box
   ListBoxSaveGameList(SAVE,3); // Fill List Box with saved games
   index=ListBoxGetNumItems(SAVE,3); // Count how many saved games there are
   if (index>19) { // If saved games 20 (maximum)
   Display("You must overwrite a previous saved game"); // Display warning
   }
   GUIOn(SAVE); // Bring Save interface on
   }
   else if (button == 7) {  // load game
        ListBoxSaveGameList(LOAD,0); // Fill List box with saved games
   GUIOn(LOAD); // Bring restore Interface on
   }
   else if (button == 8)   // quit
     GUIOn(6);
     
   else if (button == 9)    // about
     Display("JammieGirl and Cat (Spring 2004)[[Adventure Game Studio v2 run-time engine[[Copyright (c) 1999-2003 Chris Jones");
 }  // end if interface ICONBAR
- meowy

Scorpiorus

#23
QuoteEDIT: If I change rooms, the F5/F7 actually DO work. It's the Save/Restore buttons that are on the ICONBAR ui that pops up at the top of the screen that are breaking. They act as if there's no script connected (But there is, since it works in the starting room before I change rooms.)
That's strange, but I remember it happend to me too but it's gone when I reboot the system. Try putting the following script into the on_interface_click() function:

if (interface == ICONBAR) {

Ã, Ã, Ã, if (button >= 0) Display("button %d is pressed!", button);

if (button == 4) { // show inventory
show_inventory_window();
}

...
...
...

This should display the button number once you clicked it on with the mouse. :P Does it work with buttons 6 and 7 at all? ...and after changing rooms?

piraatlife4me

Hey guys,
Sorry Meowy to butt in here but now I'm having troubles again!arrgggghh I was wondering if you guys might know of a solution here. I have been reading your problem and mine is kinda similar. My save/gui works ok accept it will only let me save and load only two games at a time. What I mean is in the save list box and the restore list box it only lets me have two games available and if two games are already saved it just overwrites one of them and only displays two. Any thoughts on why this might happen? Here is my source code in the
interface_click function

if (interface==SAVEGAME) {
SetMouseCursor(8);
if (button==2) {// if save is pressed Count saved games
index=ListBoxGetNumItems(7,4); // Count saved games
GetTextBoxText(7,1,text); // Get the typed text
SetCursorMode(0);
 SetMouseCursor(0);
 StopChannel(5);
 SetChannelVolume(5,255);
 PlaySoundEx(70,5);
  game.text_shadow_color = 4;
    InterfaceOff(7); // Close the interface
  SaveGameSlot(index,text); // Save game (text as description)
game.text_shadow_color = 4;
}

else {
index = ListBoxGetSelected(7,4); // Get the selected save game
SetCursorMode(0);
 SetMouseCursor(0);
 StopChannel(5);
 SetChannelVolume(5,255);
 PlaySoundEx(70,5);
  game.text_shadow_color = 4;
  InterfaceOff(7); // Close the interface
  SaveGameSlot(savegameindex[index],text); // Overwrite the selected game
game.text_shadow_color = 4;
}
if (button==3) {
 SetCursorMode(0);
 SetMouseCursor(0);
 StopChannel(5);
 SetChannelVolume(5,255);
 PlaySoundEx(70,5);
  game.text_shadow_color = 4;
InterfaceOff(7);
}
}
if (interface == RESTOREGAME) {
 if (button == 2) {
   index=ListBoxGetSelected(8,0);
   SetCursorMode(0);
SetMouseCursor(0);
game.text_shadow_color = 4;
GUIOff(8);
RestoreGameSlot(savegameindex[index]);

   }
 else if (button == 3) {
   SetCursorMode(0);
 SetMouseCursor(0);
 StopChannel(5);
 SetChannelVolume(5,255);
      PlaySoundEx(70,5);
         game.text_shadow_color = 4;
    GUIOff(8);

   }
 }
I have tried lots of different things here and still end up with some kinda problem. Am I ordering these things wrong?
Daniel
Winebarger

Scorpiorus

#25
Quote from: piraatlife4me on Mon 08/03/2004 16:49:26I have tried lots of different things here and still end up with some kinda problem. Am I ordering these things wrong?
Currently the save script saves a game whatever GUI element you clicked  (including button 3), because of:

...
else {
index = ListBoxGetSelected(7,4); // Get the selected save game
SetCursorMode(0);
SetMouseCursor(0);
StopChannel(5);
SetChannelVolume(5,255);
PlaySoundEx(70,5);
game.text_shadow_color = 4;
InterfaceOff(7); // Close the interface
SaveGameSlot(savegameindex[index],text); // Overwrite the selected game
game.text_shadow_color = 4;
}
...

it's even worse if there is no slot selected at that time because then ListBoxGetSelected(7,4) returns -1 (i.e. index=-1) and we have SaveGameSlot(savegameindex[ -1 ],text)!!
Therefore, replace else with else if (button==XXX)

Delete all the saved games from compiled folder and see if it helps to solve the problem.

piraatlife4me

Hey Scorpiorus! It's been a while.
It's Dan here, so I understand what you mean but the problem I am still having is if I just click in the list box on the save I want. It just automatically saves over the game and if nothing is in the list box above it just overwrites it without a name. So I just get a gui full of blank saved game files. I need the name of the save game file to appear in the text box when you click on each game in the listbox. I also don't want it to automatically overwrite the game just because the player clicks is there an easy way to do that? I think that would solve my problem.

Daniel
Winebarger

meowy

Rebooting fixed my problem :)

Guess I can't run EverQuest and AGS together haha

All works great now, thank you kindly!
- meowy

Scorpiorus

#28
Quote from: piraatlife4me on Mon 08/03/2004 21:31:31
Hey Scorpiorus! It's been a while.
It's Dan here, so I understand what you mean but the problem I am still having is if I just click in the list box on the save I want. It just automatically saves over the game and if nothing is in the list box above it just overwrites it without a name. So I just get a gui full of blank saved game files. I need the name of the save game file to appear in the text box when you click on each game in the listbox. I also don't want it to automatically overwrite the game just because the player clicks is there an easy way to do that? I think that would solve my problem.

Daniel
Winebarger
Sorry for such a late reply Dan. I see what you mean here. Unfortunately, the save/load part is one of those things that incorporate both scripting and making of GUI forms. Therefore instead of posting a raw script code I'll try to come with a save/load template that includes the features we are discussing. :)


Quote from: meowy on Mon 08/03/2004 22:47:02
Rebooting fixed my problem :)

Guess I can't run EverQuest and AGS together haha

All works great now, thank you kindly!
Glad it works now :)

~Cheers

piraatlife4me

Oh scorpiorous it's totally cool I figured out some kind of way around the problem. (sort of...ok you got me...not really)  BTW thanks for letting me know about that template. What a great idea.  I'm sure many other people would find that very useful in ags creation especialy people like me who are new to ags and it's compatibility. I definitely will look forward to that becoming available :)

Thanks again buddy

Daniel
Winebarger

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