Game Development Community

GPGT Chapter 13 - Issues and Questions

by Edward F. Maurina III · in Torque Game Engine · 05/16/2006 (10:42 pm) · 6 replies

Hello All. This thread is dedicated to any questions or issues that you may find in this chapter.

If you have issues and questions for other chapters, please post them in the appropriate thread:
Chapters 1 & 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Chapter 8
Chapter 9
Chapter 10
Chapter 11
Chapter 12
Chapter 13
Chapter 14

#1
11/30/2006 (2:04 am)
I'm working with the Splash Screen examples, however, the code in the book is a bit different than what I currently have. Everything, is in MainGameDir/main.cs

Is there a way to modify what code I have here to allow for 3 fade-in/out splash screens and then load the MainMenu?

// Start up the main menu...
   Canvas.setCursor("DefaultCursor");
   Canvas.setContent( SplashScreen1 );
   Canvas.setContent( SplashScreen2 );
   Canvas.setContent( SplashScreen3 );
   Canvas.setContent(MainMenuGui);

This is just a snip of my code, however, the exec calling the SplashScreen1,etc are there and in fact each of the Canvas.setContent( SplashScreen1 ); lines by itself works fine. Currently, the way this code works is after "DefaultCursor" gets called it jumps right to MainMenuGui and you never see the SplashScreens. I'd like to be able to allow each of the splash screens to load in the sequence shows here, with the min. amount of code change. Any suggestions?
#2
11/30/2006 (3:31 am)
@Jon Ray

Hi. It is early morning for me and I'm heading to bed, but before I do I thought I'd suggest that you look at the MazeRunnerAdvanced code. That code uses three splash screens.

Note: I've been writing for the past 17 hours trying to get more chapters to the editor for volume 2 so I'm probably missing something. However, I wanted to reply now since you seem to be in a different time-zone or just up late/early/whatever.

I'll read this again tomorrow and add any more ideas I have then.

Thanks,
www.hallofworlds.com/how.ico Hall Of Worlds - For Gamers
EdM|GPGT


Update: I looked at your post again and thought about it again. Same conclusion. Take a peek at MRA. I've got that hooked up to use three screens.

Also, consider that there is a way to use the same splash screen to display as many images as you want. Simply change the bitmap it is using between fades. Then you can have 3,4,5...
#3
11/30/2006 (10:05 pm)
Nice suggestion there at the end.. I'll take a look and glad to hear you're writting a 2nd volume. I'll be sure to add it to my list of things to get on Amazon.com.
#4
04/26/2007 (8:00 am)
Hi all

Sorry about the re-post. I saw that this is where I should have posted first.

I was trying to implement the splash screen examples from CH13, using the SimpleTaskManager. When the scripts run however, it seems that the call to stopSelfExecution does not work.

While I can trace the call to where it should be going, it does not stop self-executing.

I was just wondering if anyone else has run into this and if there is a fix.


Thanks in advance
Eric
#5
04/26/2007 (3:24 pm)
@Eric,

I've seen your post and I would like to whip something up for you to solve this problem.

Please note, although the premise of my example in chapter 13 is correct, I may have obfuscated what should be a simple task. So, I'd like to whip up another sample for this.

That said, I'd love to know what you're looking to do before I make the example. Do you want to have just a single splash screen, or a series of splash screens?

Please let me know and I'll get a sample ready for you (and anyone else who wants to use it).

Thanks,

www.hallofworlds.com/how.ico Hall Of Worlds - For Gamers
EdM|GPGT
#6
04/26/2007 (5:05 pm)
Edward

Thanks for getting back to me.

What I am trying to do is to have a GuiFadeInBitmapCtrl run when the app is first started as an intro splash screen. When this finishes, another control (non fading) pops-up with the first sequence of menu selections for the game. From there, I would either go into gameplay, or into some performance reporting.

From a visual perspective, everything works as expected. However with some debugging code in place, I see that the TaskMgr is still calling the checkIsDone function every 100 mS, even after calling stopSelfExecution.

Eric