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Subscreen Selector Problem

subscreen selector problem

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#1 Shosci

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Posted 09 March 2014 - 09:35 PM

I decided to remove Nayru's Love off the Subscreen 2 inventory in my quest. However, when I went back to playing my quest, selecting the Hammer (which was originally next to Nayru's Love) does not work, scrolling through the mini subscreen doesn't work to select the Hammer, and neither does selecting the Hammer from above. The only way of selecting the Hammer (and this goes for the entire inventory selector) is to move left of the boomerang to the last item.

 

What's the problem and how can it be fixed, because eventually, it will really annoy players.



#2 Jamian

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Posted 09 March 2014 - 09:43 PM

Right click on your item and choose "properties".

 

In the "attributes" tab you can select the item's position, up select, down select, etc. which determine how the player can navigate through your subscreen.



#3 Shosci

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Posted 10 March 2014 - 07:48 AM

So in order to make the Boomerang selection able to move left onto the Hammer or any last item on the subscreen, what should I enter in the attributes?



#4 Jamian

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Posted 10 March 2014 - 08:20 AM

Give it a "position" number, and when you're on the item to the right of it, for example, set that item's "left select" to the first item's position.



#5 Timelord

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Posted 10 March 2014 - 11:07 AM

You might want to download my quest (The Golden Cenotaph, v25).

The quest file is not locked for editing, so you can open it in ZQ, enable all items, examine how I set up the subscreen, and load the quest in ZC to see how the cursor movement works, in relation to how the I set up my subscreen, as this game also has two item selection areas.

 

One of my main goals, aside from creating a game with a rich story, that showcases 2.5 scripting, is to allow people to learn the inner-workings of ZQ, by examining an existing game that uses them. It's both a quest project, and a tutorial project.

 

Setting up items in the subscreen takes some time to learn, but once you understand its mechanics, it's actually rather easy to use. The key is to map out, on paper, the placement of your items, and their subscreen IDs. Then, you can easily define what pressing up/down/left/right will do, as you have a chart of the numbers on hand.

 

It makes me sad that I haven't done any work on it, since 25th September, 2013, but I am getting back to it now.


Edited by ZoriaRPG, 10 March 2014 - 11:15 AM.

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#6 Shosci

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Posted 10 March 2014 - 06:55 PM

Okay, it's working now. Thanks.



#7 Timelord

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Posted 11 March 2014 - 03:11 AM

Shazam!  TGC is actually useful for something, other than exposition.

 

(I should use Shazam! as a (lightning + buff) spell, now that I think of it.)



#8 Frocks7Snee

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Posted 23 March 2014 - 08:36 PM

I'm having a similar problem, but none of the advice given here has worked. The 2 starting items in my quest aren't directly next to eachother and it's impossible to switch between them. I have the same item both slots, even though I have the A and B buttons quest rule active. On the subscreen editor, I have everything set up just like ZoriaRPG said. Once I get more items to sort of act like a bridge to get to the other item, it's fine. It used to work like I wanted it to, but after I switched around some item placements and adjusted the attributes accordingly it stopped working. How do I fix this?



#9 Timelord

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Posted 23 March 2014 - 09:03 PM

You may have set up the item number and item set number attributes in a way that confuses ZC.

 

What I do, is to use a specific, alternative item number (zz###) for each item in the submenu, and then set 'Item Override' on each.

 

If you press down, or up, does it select the next item?

When you have large gaps, some keys do not respond. For example if you have a candle in slot 2, and a hammer in slot 16, pressing left or right may not change the selection, whereas pressing up or down may; or vice versa. It depends on the exact placement of your items, and the size of the gap (and is likely a bug).

 

One way to help solve this, is to organise items in a way so that they appear in the order in which the player collects them, if you have a very linear quest. Again, setting specific items, where 'Up' is always going to sap to the other menu portions, is very wise. You want to key these to the last and first items of each set: I cannot determine from your description, if this behaviour is happening within one selector box, or between multiple selector boxes.

 

This prevents ZC from what I deem 'ghosting' items on the subscreen. It can also have quirks. Ghosting happens when you have multiple levels of items, and want to display more than one of a type at a time. For example, four swords, that they user can select between, multiple potion types, usable TF pieces, and so forth. The subscreen isn't adept at handling this, so you need to deceive it, by changing the item classes on the subscreen, that need not match the actual item subscreen, but if they dl not, they also must not match any item lass that is in use.

 

If you want to send me your .qst file, I can examine your subscreen and see what is happening. If you do, please be sure to enclose a .txt file, with how you want item cursor movement to work, between your multiple item sets. With multiple item boxes, I find it useful to set 'Up' on the upper-left item in any box, to reset the cursor to subscreen-item 0. (This makes it a bit easier to navigate, for the user.)

 

Before that: Are you loading a new .sav file, each time you make these changes? If you change the subsreen, and work from an old .sav file, that can cause erratic behaviour.

 

I take it that you examined how I set up the subscreen in TGC? Every setting there, is in place for a good reason. Reminder: You an download the demo of TGC, and open it for editing n ZQuest. The file s unlocked.


Edited by ZoriaRPG, 23 March 2014 - 09:21 PM.


#10 Frocks7Snee

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Posted 24 March 2014 - 06:49 AM

If you want to send me your .qst file, I can examine your subscreen and see what is happening. If you do, please be sure to enclose a .txt file, with how you want item cursor movement to work, between your multiple item sets. With multiple item boxes, I find it useful to set 'Up' on the upper-left item in any box, to reset the cursor to subscreen-item 0. (This makes it a bit easier to navigate, for the user.)

 

Before that: Are you loading a new .sav file, each time you make these changes? If you change the subsreen, and work from an old .sav file, that can cause erratic behaviour.

 

I take it that you examined how I set up the subscreen in TGC? Every setting there, is in place for a good reason. Reminder: You an download the demo of TGC, and open it for editing n ZQuest. The file s unlocked.

I'll try the "press up to go to the upper left corner" method. I'm not sure if I used a new save file, I'll have to try that. I did look at your TGC quest and I've set the items up so if you press left it will take you to the item left of it, press down to go to the item below it, etc. Can't do anything right now, though. I'll do it later.


Edited by Rocks4Free, 24 March 2014 - 06:49 AM.


#11 Frocks7Snee

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Posted 24 March 2014 - 07:08 PM

Ok, I rearranged my items so that they are lined up in the order you'll (probably) get them. The problem with not being able to switch between items that aren't adjacent is still there. I'll PM you a link for my quest so you can look at it, Zoria.



#12 Timelord

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Posted 25 March 2014 - 02:52 AM

I sent you a PM with the link to the fixed version.

 

One of your big problems was in how you set up left/right next positions. If you rely on up/down, and an item is missing, ZC won't compensate, but it will compensate for left/right.

 

You must set items at the end of a row, so that left/right goes to the next or previous position number. Item 5, needs left set to 4, and right set to 6. You can't use row wrappig, so that pressing right on item 4 goes back to 0. That will always be broken. Pressing right on item 4, must go to item 5.

 

Up/down only work if there is a position directly above or below, with an item in it, but right/left always work, nom-atter now many blank spaces you have in the selection box.

 

You also had most of your passive items set to Position 0. THe only position that can be on more than one item is '-1', which is what you must use for passive items (i.e., items that the ;layer cannot select).

 

I also fixed your four sword-based items, to prevent ghosting. When using multiple levels of the same item, with each having its own subscreen entry, you need to spoof the items, by setting a unique, unused item class for each, and then using item override.

 

For your beams, I set them as follows:

Position 0: Item Class zz089 - Item override 'Beam (Normal)

Position 1: Item Class zz090 - Item override 'Beam (Fire)

Position 2: Item Class zz091 - Item override 'Beam (Ice)

Position 3: Item Class zz091 - Item override 'Beam (Plasma)

 

I used zz089 - zz091 because no item in your game uses these classes. if you later add a custom item, and used one of these classes, you will need to change the subscreen entry for that class to something else. For example, if you added a TNT item, as a custom (scripted) item, and in the item editor, assigned it item class zz089, you would need to change the class used for 'Beam (Normal)' on the subscreen to something else, such as zz092; otherwise, they would conflict.

 

I find it best to reserve twenty or so item classes for spoofing for my game, that I know I will not use elsewhere.


Edited by ZoriaRPG, 25 March 2014 - 03:07 AM.


#13 Thunderfist

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Posted 24 September 2019 - 03:23 AM

Dearest Timelord Zoria,

 

May I please have your eyes on my subscreen?

I can't get any custom subscreen to work at all, but I've read everything I can find about building subscreens

and couldn't find any relevant video walkthrough.

All of my movement positions should be correct, as I've checked numerous times.

I've tried adding and removing Selectors or cursors or whatever over the 1st Item position,

and over both A and B Button Positions, over the Sword as both -1 and numbered position,

and various places all over the screen, and setting none at all.

I've added and removed A and B buttons at the button to show what's selected, many and fewer items,

even having a Rectangle background or not.

I've tried adding and removing Triforce, removing the places for multiple items of the same class

(I want to see if the game will keep multiple or overwrite one),

But, I can never get ANY test custom subscreen working.

>I don't *think* I've changed the Selector Item in the game inventory.<

I have to be missing some usually intuitive step.

WTF am I doing wrong???

 

To narrow down the issue, when using my desired subscreen in-game,

the cursor is just stuck in the same weird position, just like my test subscreens.

I have a lot of items and positions so there may be a quirk with implementing my desired subscreen specifically,

but the frozen Selector position CAN change.

>>Adding an Init Data Item like Bombs changes the position of the frozen cursor, moving it up and left.<<

I wondered if there was an offset feature I just hadn't noticed and zeroed out the Selector X and Y values,

but of course changing that didn't work, either.

>[Maybe I'm not getting the cursor movements to attach themselves to the Subscreen's Current Item elements below

so it's sliding out of place, getting stuck??]<

 

Can you upload a 60 second video showing the creation of a basic working Custom subscreen?

I can recreate mine in small evolutions of any example I can find.

Or look at mine and change whatever setting I messed up? Or both.

Thanks in advance.

 

...

 

Ugh. Now I've somehow managed to make it so that subscreens are mostly blacked out even when I'm using different subscreens than the ones I've modified. Luckily I save every version...


Edited by Thunderfist, 24 September 2019 - 08:26 AM.




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