ID:272926
![]() Jun 14 2009, 3:49 pm
|
|
I have gone through a lot of Login Screen demos but they never reveal one detail.How the heck does the DM know what's Load,Delete,or Create?Are we suppose to put it on the map?What's happening here?aghhh.
|
Gr1m d4 r34p3r wrote:
I have gone through a lot of Login Screen demos but they never reveal one detail.How the heck does the DM know what's Load,Delete,or Create?Are we suppose to put it on the map?What's happening here?aghhh. The basic level of a login screen is any image type DM supports (JPG, GIF, DMI, PNG, and to a lesser extent, BMP) stuck onto the map. You then use a series of invisible atomic objects to be clicked on that you place on top of the areas you wish to make clickable on the login screen. obj |
Look.
Make a turf with your login screen image as the icon turf Then you must have the procedure in which a player creates a character or jsut starts the game. Im gonna show youa proc which starts the game. PLACE THIS TURF WHICH HAS NO ICON OVER THE PLACE WHERE IT SAYS "START" (Just an example) turf When u click on that turf you will be redirected to the game start procedure mob ps. First you have to be located on the login screen when you join the server. To do that, find your login screen on the map and find the coordinates on the middle of the login screen picture then place them like so: mob |
Mobius Evalon wrote:
You then use a series of invisible atomic objects to be clicked on that you place on top of the areas you wish to make clickable on the login screen. Huh? That's kinda dumb. What you should do is use turfs for the title screen and make the turfs which represent the buttons do something when they're Click()ed... I dunno why you felt the need to do it so backwards. |
Kaioken wrote:
Mobius Evalon wrote: Either way, you end up with the purely graphical segments that do nothing, and the small collection of atomic objects that respond to clicks. The only difference is that using one atomic type for all of these items means that the "clickable" atomic objects will contain their own graphics, and I find it tons easier to reposition a few invisible turfs over a new JPG image as opposed to figuring out which segments of the image go into certain groups of turfs for them to contain their own pieces of the login screen graphic. |
You can always just flag the buttons through the map editor's instance editor or something, to make them do something when clicked.
Though when I think about it, both options kinda rely on the buttons falling exactly in convenient 32x32 positions in your image for them to work right (i.e. so everywhere you click on the button works for its function, but it does nothing if you click around a button's edges). To remedy this one method would indeed be to use objs, for the buttons only (and with their edges transparent), so they are above the title screen (turf) graphic (and don't have mouse_opacity=2, of course). Then only clicking the actual buttons does something. Of course, you can do this with just turfs by pixel bounding the buttons using Click()'s params... but that would be a pain. So basically you have to have the buttons' graphics separate. |
The formatting on this page OWNS Google Chrome. -.-' Looked like the post exploded and started overflowing onto the rest of the page.
|
Teh EDITed: Heh. Isn't bad on FF or IE... though my image resizes didn't show as intended due to "crappy" HTML, I fixed it now; perhaps it's more Chrome-friendly now. =P
|
:\ I went to the Map Editor, switched the view to the 2nd z-level, and laid my /turf/title_screen atom there...? (The Map Editor automatically splits big graphics into multiple atoms for you, so it's easy to quickly lay them with one click)
Hopefully you have the basic knowledge of how to map. This isn't Dream Maker 101 :P |
Kaioken wrote:
Teh EDITed: Heh. Isn't bad on FF or IE... though my image resizes didn't show as intended due to "crappy" HTML, I fixed it now; perhaps it's more Chrome-friendly now. =P Yay, I can actually look at the post now. Very pretty. |
Yeah I went around and played with the map editor :D.So now I have to work up save files and such.I'm working from scratch.
|
Personally, my preferred method would be to leave the map panel out of it. I'd just use the skins introduced in 4.x. Something like:
winset(thisClient,"childMainView","left=ViewLoginScreen") Now, it's real simple to make a login screen, just set up the ViewLoginScreen pane to have all the appropriate buttons. I'm pretty sure you can even set a backdrop on that pane of whatever picture you want. Then, when you need the map, you just swap the map pane back in. (I can hear it now, "oh, sure, if you want to do it the wimpy way then I guess that'd work, but..." ) |
*grins*
I actually use the same approach (packing most of the skin into a child to switch between 'login' and actual game), but instead of using BYOND's interface elements, I go with the built in browser. Easy to style with CSS, good graphical support and you could even get some dynamic into it, by applying JavaScript. Just my two cents though. |
then they map the Obj over the Create. usually u keep the Icon file for it Transparent so they just see the login.
And when they click it it takes them to the Creat() proc or whatever u named ur Character Creation proc. The Same thing is repeated for Load and Delete. Good luck with ur game