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Custom message box - Example


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#1 beatson

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Posted 31 August 2011 - 10:03 PM

  • Title: Custom Message Box
  • Description: Provides the user with an example of how to make a custom message box
  • GM Version: :GM81
  • Registered: Yes ( I think )
  • File Type: .gm81
  • File Size: 304.35kb
  • File Link:
    GM 8.1:MediaFire
    GM 8: MediaFire
  • Required Extensions: n/a
  • Required DLLs: n/a

Summary

Shows how to make a simple message box as opposed to using the GM standard show_message(); As well as adding some visually nice effects.

Posted Image

Edited by beatson, 02 September 2011 - 10:16 AM.

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#2 Nocturne

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Posted 01 September 2011 - 08:31 AM

Std Msg: Please add a summary/explanation or basic outline of what your tutorial is for or teaches; aka how it works in plain english.

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#3 Zesterer

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Posted 01 September 2011 - 10:09 AM

Can you post a GM8/GM7 version please?
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#4 RacerBG

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Posted 02 September 2011 - 08:52 AM

Well man I see that this is really interesting and will help me in some of the my games but really can you make it for GM 8.0Posted Image
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#5 beatson

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Posted 02 September 2011 - 10:17 AM

Uploaded a GM8 version :)
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#6 ah2190

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Posted 17 November 2011 - 06:46 PM

I really need to know how to make this so that it can be centred in where a view is currently located...
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#7 Newly Discovered

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Posted 18 November 2011 - 03:00 AM

use view_xview and view_yview
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#8 Bladestorm Games

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Posted 19 November 2011 - 12:27 AM

use view_xview and view_yview

Can you post how you made it work with views, i still cant find out how, if i use views it makes all my objects "disappear" because of instance_deactivate_all(true); but if i disable views, the script and objects work like they're supposed too...
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#9 Dylan93

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Posted 25 November 2011 - 01:25 PM


use view_xview and view_yview

Can you post how you made it work with views, i still cant find out how, if i use views it makes all my objects "disappear" because of instance_deactivate_all(true); but if i disable views, the script and objects work like they're supposed too...


Remove instance_deactivate_all ? Just deactivate the instances that can be deactivated...
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#10 thecrazygamemaster

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Posted 07 March 2012 - 02:44 PM


use view_xview and view_yview

Can you post how you made it work with views, i still cant find out how, if i use views it makes all my objects "disappear" because of instance_deactivate_all(true); but if i disable views, the script and objects work like they're supposed too...

There are view_hview and view_wview functions. So create the object at view_wview[viewnumber]/2 and view_hview[viewnumber]/2.

Edited by thecrazygamemaster, 07 March 2012 - 02:45 PM.

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#11 steve00101

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Posted 15 April 2013 - 05:04 PM

I know this topic is pretty old, but maybe I can still get some help here. I am using this system for my game, but I'm noticing that if I want to show one message right after another it runs into a problem. It shows the messages in reverse order and if I want to show 3 or more one after the other it shows the first two (technically the last two since it's in reverse order) and then nothing else. Can I get a little help with this?


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#12 Braffolk

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Posted 28 April 2013 - 03:24 PM

I really love this example :)


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#13 arie2002

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Posted 29 July 2013 - 06:45 PM

Thanks for this awesome example!

I'm going to use this in my game (with credits)!


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