Action RPG Framework

by Forum_account
Action RPG Framework
A framework for developing action RPGs.
ID:823609
 
I am using Forum Account's Action RPG Framework as my core codes by the player Saving doesnt allow me to code my own title screen. i am currently using so the title screen is based on Map but HUD over it is being used by HUD Groups. my question is how can i make my title screen work same way as it was working before.
You can make it so the TitleScreen HUD group isn't shown by doing this:

TitleScreen
show()

If you override its show() proc to do nothing, it won't appear.

You can also override mob/temporary/Login() to make things happen when a player first connects to the game.
If i can get you title screen. As library can you help me implement
I'm not sure what you mean.
like if I give you the title screen code and everything title screen is using can you help me get those to work in your Action RPG library
Sure, I'll try.
Link has been deleted... // this is my private hosting
It looks like your title screen is just a part of the map, so you just need to move the mob there:

// hide the framework's title screen
TitleScreen
New()
..()
hide()

// move the player to the title screen when they log in:
mob
temporary
Login()
loc = locate(x, y, z) // set the x/y/z to be the location of the title screen.
In response to Forum_account
Forum_account wrote:
It looks like your title screen is just a part of the map, so you just need to move the mob there:

> // hide the framework's title screen
> TitleScreen
> New()
> ..()
> hide()
>
> // move the player to the title screen when they log in:
> mob
> temporary
> Login()
> loc = locate(x, y, z) // set the x/y/z to be the location of the title screen.
>

The problem is when you press enter on Play Game then select slot it doesn't hide the pointer and text made by HUD Groups Plus can i have your MSN or whatever Messaging service you use?
Do you want to use the framework's character selection menu of is that handled by your title screen?

If you're using the library's mob selection menu, that stuff should automatically be hidden when they make a selection. If it's not, you can call mob_selection.hide() to hide it.
In response to Forum_account
This is how i want it to be
 Title Screen
> |----------|
|----------|
|----------|
|----------|
Slot Selection
|----------|
|----------|
|----------|
|----------|//if Character Found then Load other wise take them to Character Screen which is on map.
Character Selection
|----------|
|----------|
|----------|
|----------|//Everything hidden just Character Selection
|--Select--|//Click on Select it takes them to map (start the game).

^this is what was suppose to happen^
 Title Screen
> |----------|
|----------|
|----------|
|----------|// does not hide the pointers even after finish selecting Options.
Slot Selection
|----------|
|----------|
|----------|
|----------|//if Character Found then Load other wise take them to Character Screen which is on map.
Character Selection// this works
|----------|
|----------|
|----------|
|----------|//Everything is visible and focus stays to Login Pointer.
|--Select--|//Click on Select it takes them to map(still Works) (start the game).

^This is what happening^
These all are located in Title Screen Folder.
If the pointer that's still on the screen is from your menu, I'm not sure how to fix it.

You don't have to use the framework's title screen and mob selection. You can create your own instead. It seems like that'll be easier than making yours work with parts of mine. All you need to do is provide a menu that lets the player select one of their characters (stored in the client.mobs list) and call client.connect(m) where m is the mob they selected. If they want to create a new character, just call client.new_character().
Ok so I just code window showin menue and done?
I'm not sure what you mean, but yes, you can just code your own menu. You can look at the code for the mob selection menu that's defined by the library to see what procs it's calling to make it actually create a new character or connect the player to an existing character.