So after hours of re adjusting an adjusting 9 button list to go the way i want i realized that they show as in active except for the last button list that i added ass seen here
is there a way to show them all as active or should i just turn off the whole inactive window color part of the screens?
Did you follow the menu tutorial or did you do something else? When you say button list, you mean the side menu? That's what I know as the Side Menu in ORK1 and it's set up using a Dialogue Position now known as GUI box.
my button list is all set up how i want it its just that having more than one set up in order to do what i did above the list becomes inactive an makes it so the player has to click on the button 2 times in order to use it. im looking for a way to make them all active so that they dont get greened out like it is above.
Looking at the tutorial---it seems to me you don't want to tint the inactive parts as they're all active at this point. You don't really have any inactive parts in your button list here.
What did you do to get the Load Game button to look like that? Do it for all the others. : )
Or in your GUI box change all the buttons to look like the one you use for the Load Game button.
"The inactive colors
When displaying menus consisting of multiple controlable parts (e.g. the inventory menu will display a box for the item types and another for the item list), we need to tint the inactive parts in a different color to let the user know which box he is actually controlling. That’s done using the Inactive Color settings. The default settings are made in Menus > Menu/Shop Settings.
Set Background Color Enable this setting. Background Color Set to R=128, G=128, B=128, A=255. Set Content Color Enable this setting. Content Color Set to R=128, G=128, B=128, A=255. That’s it for the inactive colors.
Tip: You can override the default inactive colors in each GUI box individually."
I think the inactive tinting is meant for submenus where one might be active and another inactive but here you want them all to be equally active so you don't want any tinting.
nah problem is when you have 1 button list all buttons are active but you can only do horizontal or vertical list in a line. but if you make a button list for each of your buttons that you want in the main menu you can do what i did above. problem is by doing this ork seems to see the list that you made before as inactive the load game button was the last one i made so it will see it as active first to activate the others you have to click on it an then click on it again to actually press the button
So you're saying that to get the unequal widths of each button you had to make a new button list for each one? Can't you just change your button images to be all the same green one as for Load Game? And forget tinting? In your GUI box--for buttons, make them all the same as for the Load Game--so Active, Pressed, On Focus, Inactive etc are all the same image? And don't do any tinting?
Your buttons seem to have a foreground image and a background image. And it seems that you're tinting the buttons other than Load Game to be the same color for both the foreground image and the background image.
Or ORK is treating the other button lists as submenus.
An alternative might be to use images for each button. And not make them separate button lists.
Wouldn't it be easier to use images? I use images for my side menu. It's a lot easier imho. Just take your foreground and background images and add the text for each one in a graphics program, so you keep the varying lengths and have the individual text. You only have 5 varying images.
hmm can you explain this a bit more please. far as i can see its not possible to have variable buttons like that unless im missing something. just as it is each of the buttons i have now have there own gui box in order to be lined up like that took quite a few hours just to get it exactly like that. i havent found a way to actually align things the way i want other wise not to mention he green parts of those images (button part) has a hover an pressed image as well.
Explain the images part? Just make images that look like your buttons. You only have five.
You can use images for the menu by changing the base skin of your gui box to use images instead of text.
The buttons you're using now are just images in the buttons section of the base skin of your gui box--you had to slide something into the slots there---you could make them all the same for active pressed etc just like the one that you're using for your Load Game and get rid of the tinting.
Just change the base skin of your gui box to have images instead of text. But you'd have to make the images graphically to look like what you want to show in each selection.
or change the buttons in the base skin of your gui box to be all the same like the one in your Load Game
Either disable the Inactive Colors in the Menu Settings to disable them for all GUI boxes and enable them in the individual GUI boxes where needed, or the other way round - disable them in the GUI boxes that don't need them.
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@Gil just so you know you still have to click it 2 times in order for it to be pressed when using multiple button list with or with out inactive colors on them unless theres a way to make them always active. but as of now ill have to go with it as is i guess.
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What did you do to get the Load Game button to look like that? Do it for all the others. : )
Or in your GUI box change all the buttons to look like the one you use for the Load Game button.
"The inactive colors
When displaying menus consisting of multiple controlable parts (e.g. the inventory menu will display a box for the item types and another for the item list), we need to tint the inactive parts in a different color to let the user know which box he is actually controlling. That’s done using the Inactive Color settings. The default settings are made in Menus > Menu/Shop Settings.
Set Background Color
Enable this setting.
Background Color
Set to R=128, G=128, B=128, A=255.
Set Content Color
Enable this setting.
Content Color
Set to R=128, G=128, B=128, A=255.
That’s it for the inactive colors.
Tip: You can override the default inactive colors in each GUI box individually."
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Your buttons seem to have a foreground image and a background image. And it seems that you're tinting the buttons other than Load Game to be the same color for both the foreground image and the background image.
Or ORK is treating the other button lists as submenus.
An alternative might be to use images for each button. And not make them separate button lists.
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Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
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You can use images for the menu by changing the base skin of your gui box to use images instead of text.
The buttons you're using now are just images in the buttons section of the base skin of your gui box--you had to slide something into the slots there---you could make them all the same for active pressed etc just like the one that you're using for your Load Game and get rid of the tinting.
or change the buttons in the base skin of your gui box to be all the same like the one in your Load Game
and get rid of the inactive tint.
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Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
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Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
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Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
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