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ClintB

Member Since 15 Jul 2010
Offline Last Active Feb 23 2012 08:36 PM

Posts I've Made

In Topic: GUI API Version 1.05 (Updated)

23 February 2012 - 04:57 AM

As it stands now, I would start off by creating a main menu panel. For a traditional top of the application menu, create and apply a flowlayout & adjust the hgap property to your liking. Fill this with labels or GUI_Object instances that you've applied sprites to. Though I will make an update shortly that will take care of this: the panels do not currently resize themselves to fit their contents. However, if you would like I can put a rush on this?

For each of these menu items, create a script that responds to the mouse_release event. When that occurs, have another panel you created - with the sub menu items in it - become visible. For each of these sub menu items in turn, listen for their mouse_release event and do whatever you want in response. I hope this helps :)


That makes sense, though I'm not really going for the traditional "Application" menu. More something like:
Posted Image

Applying what you said to the above, would each menu be a panel with a stack layout & the vertical gap between items set appropriately? I'm assuming that the panels can be drawn or placed on different layers to be drawn over each other in a layered manner, is that correct?

Thanks for the quick reply, I'll have to try out some tests and see what I can do with this.

In Topic: GUI API Version 1.05 (Updated)

23 February 2012 - 03:05 AM

This looks pretty awesome. While I've been scripting and programming for years now, most of my experience in GUIs is based on WinForms and a *little* bit of WPF and My only graphical game programming experience is in GM. So please forgive me if the following statements & questions are relatively (completely?) ignorant...

I've struggled to build even a foundation for a flexible menuing system (think RPG), as well as the GUI drawing and layout portion. This GUI API seems a bit like the layout canvas & panels in WPF, so I'm thinking that learning how to use it properly may take care of layout issues. Hmm...I guess my question is: Where should I start to try building (or properly using something available for GML users) a menu system that supports drawing layered submenus & "arbitrary" script/event calls from menu actions etc.? :confused: I hate being so ignorant that I don't even know which questions to ask.

Thanks in advance for any help you can give.

In Topic: A more Full featured code editor for GML?

06 August 2010 - 05:22 PM

Doh, File -> Preferences -> Editors... I think I saw a GML language parser/highlighter for Notepad++ somewhere. Have to find it again. Thanks for the answers guys.

We also should be able to do

i++;


Haha, I have to stop myself from typing 'for (i=0 ; i < someVar ; i++)' all the time. I agree that some additional features added to the language itself would be nice, like foreach looping & increment/decrement. Don't want to turn this thread into a language war though :) That said I do have to agree with:

I don't think GML should go anywhere near more professional languages. If you know C++ or Java, then you should be using those and not GML at all.


Thing is, though, what we're talking about here (i++, foreach, etc.) aren't 'professional-grade' features. I mean, foreach is more or less easier to understand than for looping with a counter, and an increment/decrement operator is ... well...just kinda standard. We're not suggesting delegate functions, lambda expressions, or anything else that's well beyond the understanding of the beginning programmer; we're just suggesting some 'basic' functions that *could* make writing code a little bit more straight forward in some instances and provide a smoother ramp to a 'professional' language should the user choose to pursue them. Anyway...<chant>not a language war not a language war not a language war</chant>

Language diversion aside, I'd love to see just a few more text editing features in the code editor like folding, search & replace (big one that), & tabs. While all these can be provided by an external text editor...we lose our code completion :( Even though it's a far cry from intellisense I find it competent enough to be helpful, especially when using constants etc. Oh well, I s'pose in the meantime I'll have to see how the external editing features play out...can't believe I didn't see those options before.

Thanks again, I really appreciate the help. :)

In Topic: Particle Designer 2.5.3! (application)

22 July 2010 - 02:20 PM

OK, thanks for the reply.  As for the quality, I've found that confining the shape to pixels of size 1-2 works pretty well.  And keeps the effects from looking "too nice" next to 16x16 sprites, haha.  Couldn't have come up with the effects nearly as quickly without this tool  :)

In Topic: Particle Designer 2.5.3! (application)

21 July 2010 - 03:20 PM

First let me say - Awesome!  Thank you for taking the time to put this together, share, and update it.

One question I have:  Is it possible to change the room/resolution/view port size?  I'm having a little bit of trouble judging size, etc. when going from PD to GM in a game I'm working on that's 320x240 up-scaled to 640x480 using views/surfaces.  Thanks!