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Positioning in GUI

Join Date: Feb 2007
Posts: 55
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fredzik fredzik is offline Offline
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Re: Positioning in GUI

  #6  
Apr 29th, 2007
Hi Mawe,

Thanks for your suggestion, but I think it best if I don't refer to this GUI as a GUI anymore, it's more like a large list box that one can scroll up and down in. This game I'm working on has 50 turns which means that it has 50 frames with various "clues" given in them along the way. To solve a number problem on frame 32 might mean scrolling back to say frame, 12 because there are certain "clues" given at 32 which make more sense at frame 12. One has to play detective to solve the ten puzzling numbers.

The frame around the large list box may have a marble-like effect to give it a nice GUI - like look, but in reality it will be nothing more than a glorified list box similar to the Main Idle but of course with a different background and maybe coloured "clues". It may sound like a complicated game but in reality it's really fairly easy to play and takes about ten to fifteen minutes to play each game. Remind me Mawe to send you a free game later when it's finished.

But I agree with Mawe in this regard, as each new frame comes up some of the positions of the "clues" (remembering that there's 0 to 7 clues per frame) which will tend to fatten or squeeze the frame just as it does in the Main Idle when I play it there. Is there some way to automatically update the window so it won't throw out the other functions of the window, that is, if I'm using labels or whatever? Or will this glorified list box be more suited to something other than labels?

To give you a clear idea of what this list box (if indeed it should be called a list box) should look like please refer to my earlier post which has that "game" with 5 entry numbers and simply multiply by ten and this'll give you the length of the game. BTW that "game" is completely different to the one I'm working on now and only the list box? and postioning of numbers etc is similar.

Thanks,

fredzik.
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