Miker

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Viewing 15 posts - 31 through 45 (of 55 total)
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  • in reply to: Pixel Trap #9475
    Miker
    Participant

    And a little more on this.

    I have a layer setup called BASE. now this layer holds all the actions from some universal DS and PT activation, It’d also be nice to just be able to call a layer in PS, instead of just a key or “combo” which is basically one DS. it’d solve having to assign extra DS’s to to do a particular thing.

    I’m going to be uploading my Daggerfall setup here in the next day or so…

    Maybe get some input on things I might be missing or better ways to do other things.

    Still gotta figure the .mgc files, easier to zip the whole directory. but I’ll figure it.

    in reply to: Pixel Trap #9474
    Miker
    Participant

    Ya actually that makes a lot more sense.

    And alot less to keep track off…

    Right now my main pop issue is the options menu, Its triggering like crazy, but it’s a small pop window on the main screen so the traps are limited.

    But my MAIN window works like a charm. puts mouse where it needs to be, brings up the touch controls regardless of other windows, come back to main and it’s perfect.

    And honestly any if, or, and, is good options.

    I’m about done with Daggerfall, going to start on Starwars :Dark Forces.

    the way the graphics are laid out on that there should be ALOT less missing on the traps.

    in reply to: Flash a message (Toast) #9463
    Miker
    Participant

    Well since you haven’t done nothing with it yet I have an idea in Daggerfall to run you have to hold in the R button so naturally the R is a toggle, I’d like to be able to blink the text in the widget to show that the R button is activated. But might be a little too in depth, but it’s an idea.

    in reply to: Flash a message (Toast) #9456
    Miker
    Participant

    lol, ya heard a lot if issues with android 11+

    in reply to: Touch position widget #9453
    Miker
    Participant

    I’m still going with the widget like this would be nice since I decide to go and and redo all the controls for my game I started to use an absolute Mouse more and since I do that I’m losing control over layers and screens and keys and stuff like that.

    An example would be I click on the main screen inventory and go into it. I set the mouse so you can pop around and make your selections but going into the inventory screen I vanish the main screen so it ain’t cluttering up everything and when I exit out of the inventory I can’t bring the main screen up unless I do a pixel trap and I’m trying to use a few of those as possible cuz I’m having random pop-up issues which I get… Add more pixels..

    But if there could be some kind of sensor that shows that the mouse or touch is on the exit button I could act on that without having to put a widget there besides the touch widget that would say hey I’ve been touched.

    Just a thought.

    EDIT:

    Actually the more I think about it, the more impossible it seems, you’d have to actually track the in game mouse movement and I dont see that working to well…

    in reply to: Flash a message (Toast) #9452
    Miker
    Participant

    Well there are certain things in this game, like assigning all keys to do certain things, so basically I’m putting that to the touchscreen mouse.. and wanted to flash the message it’s in mouse mode..

    But I kinda of got it, I just started the widget that flashes it to activate on start.. not clean but it works.

    in reply to: Target Trouble #9447
    Miker
    Participant

    Side note, Didn’t get much done on the MDB side.

    I acquired lycanthropy, and spent the day trying to acquire The Hircine Ring, that’s done.

    So back to MDB tomorrow.

    in reply to: Target Trouble #9446
    Miker
    Participant

    No I’m sure it wasn’t a background process limit, there’s times it sits there all day as I forgot it, and went to play and it popped up on game already… lol

    But went in, decided to redo all my layers and went in to delete the existing PT and it crashed,did it 4 times in a row.. uploading SS.

    On the last Pic I went to delete the newly added, and that’s what caused the crash.

    MDB PT crash

    in reply to: Target Trouble #9439
    Miker
    Participant

    Alls I can say is do that till it happens, maybe something else was going on in background as I was working on the Daggerfall options menu which is shown.

    I uploaded my .MagicBox if you want to use it for debugging. it’s the dark setup.

    https://drive.google.com/file/d/1EVmhI87i5u3-lRKEA4hVExF6o90a0Sd3/view?usp=drivesdk

    in reply to: Target Trouble #9438
    Miker
    Participant

    ok I tried to recreate the crash, how I knew it crashed is I usually leave MDB running on the background and just click on to continue whatever I’m doing, when it shut down, I clicked it and it went to the start of MDB.

    I added 4 PT locations, the 4th one deleted you can see what happens till I eventually got to number one, where I’d assume I could’ve added another PT and got the icons back for number one…

    What the screen shots are showing is me hitting the garbage button, and the icons vanishing till I click another and go back.

    they all deleted till I got to number one.

    PT icon vanishes

    PT icon vanishes

    in reply to: Target Trouble #9437
    Miker
    Participant

    I’ll try now..

    what it did is I’d hit the trash can on the 3rd PT down, and it’d completely blank all the icons, for that PT, I had to click PT number two and click back to three, I did it 3 to 5 times and it shutdown..

    I’ll try to recreate it now.

    in reply to: Target Trouble #9435
    Miker
    Participant

    Did some tinkering this morning with the Options menu using PT and DS, and it’s looking pretty impressive, the app did crash without warning or notification when trying to delete one of the locations, haven’t tried to recreate it though.

    And yes it seems Absolute mouse does the trick, and rest for key send.

    And since I’ve now been using absolute mouse for targeting where nothing is needed to be done I’m going to use that instead..

    Still gotta make new layers for all selections in the game… But I started naming widgets in more of a programming format..

    See how it goes.

    in reply to: Touch position widget #9432
    Miker
    Participant

    It worked on existing DS setup, and on new setups it didn’t.

    I’ll work on my side tomorrow to give more info, the piston kits for my generator came in today so was busy with that.

    What worked on a quick test was DS absolute mouse, target left click.

    in reply to: Touch position widget #9430
    Miker
    Participant

    These two threads are getting mixed up, my fault i went over to see if there’s an image share cite mentioned and came back to post, there instead of here..

    Target Trouble

    Anyway with my original test, i just did DS>target, left click, I’ve always used SVN Core, and yes that target location was off.

    As mentioned in the linked thread above, setting absolute mouse then target in DS, worked..

    in reply to: Target Trouble #9428
    Miker
    Participant

    Wow, ya that did it, just absolute mouse and target in DS.

    I’ll keep updates as it’s worked before and ‘magoc’ly stopped working, will go in and work on my layers after work.

    thanks

Viewing 15 posts - 31 through 45 (of 55 total)