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Well I know that in .qst files, there are two formats I've seen so far.
-level
-<options>
what's the Stage Select version of this?
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the stage select screen will list, in alphabetical order, all .lev files located in levels/ folder, but not in its subdirectories.
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That's not what I meant. I meant how do I jump to the Stage Select using a .qst file?
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Does any one know about the qst. Files jeez.
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That's not what I meant. I meant how do I jump to the Stage Select using a .qst file?
you can't access the stage select of the engine via a .qst file
you can, however, create your own customized stage select screen.
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hmm... with the right components that is theoretical it is sort of hard though
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The process wouldn't be that hard.
Start by designing a global control object to respond to UP, DOWN, and ENTER
Next up: Create an object to display stage images.
Now create an object to display the stage text information. Name, act, author etc etc...
When down arrow is pressed, find the next stage to display
Opposite with the up arrow
When enter is pressed then load the stage.
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S32X wrote:That's not what I meant. I meant how do I jump to the Stage Select using a .qst file?
you can't access the stage select of the engine via a .qst file
Yet we can have this?
// ---------------------------------------------------------------------------
// Open Surge Engine
// http://opensnc.sourceforge.net
//
// File: quests/options.qst
// Desc: calls the options screen
// Author: script by Alexandre, 2013-02-13
// ---------------------------------------------------------------------------
// quest properties
name "Options screen"
author "Alexandre"
version "1.0"
description "Calls the options screen"
image "images/null.png"
hidden
// level list (in order of appearance)
<options>
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Alexandre wrote:S32X wrote:That's not what I meant. I meant how do I jump to the Stage Select using a .qst file?
you can't access the stage select of the engine via a .qst file
Yet we can have this?
Yes. In theory, the code for calling the stage select screen from a quest is already available (see src/scenes/quest.c), but I have deliberately disabled it. There's a technical reason for this. If you have a level that calls the stage select (via push_quest), and then you open the same level, which calls stage select again, you'll run into trouble, because of a technical reason. The same goes for the options screen, by the way.
If you design your own stage select screen, there won't be such an issue. I can enable the <stage_select> keyword, if you really need it (do you?), but to do that, somehow I have to kill the program if the described issue happens.
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huh yes it would work yet i find it a little hard to suddenly to kill the program therefore causing nano parser errors
and to think that's why there is keywords
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