Game Development Community

Intro

by Taylor Wiebe · in Torque Game Engine · 07/30/2007 (8:48 pm) · 6 replies

I have been trying for a couple hours now and I still can't get an intro to work with the garage games picture (life the starter.fps) and my picture. I have read posts and tried what they said and have got no where. (I am building my game off of the tutorial.base)

#1
07/31/2007 (6:42 am)
What do you mean by 'intro'. Do you want to display a picture, video, or in-game camera.. etc?
#2
07/31/2007 (6:53 am)
GUI Tutorial

If I understand what you are expressing as your problem, the above link might help you.
#3
08/24/2007 (3:15 pm)
I followed the tutorial michael posted, I am able to get the first screen to fade in and out, and then it just stays black, it doesn't send it to the next screen.
#4
08/24/2007 (3:20 pm)
Have you included the second screens exec filename. gui in the client\init.cs ?

Under Load up the shell gui

This may solve your problem, don't forget to delete init.dso afterwards.
#5
08/24/2007 (3:56 pm)
I include the GUI files from the main.cs, the files are all there and the .dso has been deleted
#6
08/24/2007 (4:16 pm)
This is what I did to create two splash screens...

In Startup GUI replaced it with:

new GuiFadeinBitmapCtrl(StartupGui) {
   profile = "GuiInputCtrlProfile";
   horizSizing = "right";
   vertSizing = "bottom";
   position = "0 0";
   extent = "640 480";
   minExtent = "8 8";
   visible = "1";
   helpTag = "0";
   bitmap = "./put your spash screenfilename here";
   wrap = "0";
   fadeinTime = "125";
   waitTime   = "4000";
   fadeoutTime = "125";
};
//--- OBJECT WRITE END ---

function loadStartup()
{
   StartupGui.done = false;
   Canvas.setContent( StartupGui );
   schedule(100, 0, checkStartupDone );
   alxPlay(AudioStartup);
}
   

//-------------------------------------
function StartupGui::click()
{
   StartupGui.done = true;
}


//-------------------------------------
function checkStartupDone()
{
   if (StartupGui.done)
   {
   	  echo ("*** Load Main Menu");
      loadStartup2();
   }
   else
      schedule(100, 0, checkStartupDone );
}

Then created a second gui file called: StartupGui2.gui and added this:

//--- OBJECT WRITE BEGIN ---
new GuiFadeinBitmapCtrl(StartupGui2) {
   profile = "GuiInputCtrlProfile";
   horizSizing = "right";
   vertSizing = "bottom";
   position = "0 0";
   extent = "640 480";
   minExtent = "8 8";
   visible = "1";
   helpTag = "0";
   bitmap = "./GarageGames";
   wrap = "0";
   fadeinTime = "125";
   waitTime   = "3000";
   fadeoutTime = "125";
};
//--- OBJECT WRITE END ---

function loadStartup2()
{
   StartupGui2.done = false;
   Canvas.setContent( StartupGui2 );
   schedule(100, 0, checkStartupDone2 );
   alxPlay(AudioStartup);  // you may not need this if you do not have music defined
   alxPlay(LoadingMusic); // or this
   
}
   

//-------------------------------------
function StartupGui2::click()
{
   StartupGui2.done = true;
}


//-------------------------------------
function checkStartupDone2()
{
   if (StartupGui2.done)
     {
     
      loadMainMenu();
     }
   else
      schedule(100, 0, checkStartupDone2 );
}

in the client/init.cs file I added

exec("StartupGui2.gui");

Deleted the startupGui.dso and init.dso - dont forget to add the filename to the first part of the script shown.