Alex wrote:The blue bar is there for logged-in users, otherwise there's nowhere for the Save button to be.
You could hide it using some JS, but then players won't be able to save their progress when they play online.
jaynabonne wrote:I have code to hide the blue bar, if you're content with users having to type "save". I'll post it when I get home, unless someone beats me to it.
The Pixie wrote:"Alex"
The blue bar is there for logged-in users, otherwise there's nowhere for the Save button to be.
You could hide it using some JS, but then players won't be able to save their progress when they play online.
Can you not save by typing "Save"? What does request(RequestSave, "") do in an on-line game?
george wrote:If there isn't an option in the game setup to hide it, play the game online and open up your browser's developer tools to figure out what div the blue bar is in, then it should be possible to add CSS to hide it.
Silver wrote:Timers got fixed. I've not had any problems with them in online tests thus far anyway.
Silver wrote:What about offline? If it works offline but not online there's an issue. If it doesn't work offline either then it's probably down to the code as afaik there was never an issue with timers in offline mode. Daft question but you are using the most current version of Quest? Should be 5.5.1 IIRC.
Silver wrote:Well that is strange. I haven't had any problems with timers and I've utilised five in my opening room.
jaynabonne wrote:I use this to get rid of the blue bar:JS.eval("$('#status').hide();")
I don't know why you don't see the bar in the desktop version, as it's the same status bar there (the one that shows the room name). But... anyway.
Silver wrote:I'm actually getting into the habit of copying code into a text file now instead of having to search for stuff weeks after I saw it mentioned.
Silver wrote:Out of interest, why are you wanting to save the entire game code when it's already saved in your game? There's nothing *wrong* with doing it of course and it's a good exercise for learning other stuff. Just wondering why really.
Pertex wrote:Click 'Filter' at the left bottom corner of Quest, choose 'Show library elements' , search for the function and copy it into your game.
#status { display: none; visibility: hidden; }
Silver wrote:The point they're making is if it isn't put into where they suggest, the code won't load in if someone saves a game then reloads from that position. So it'll only work for the first game session or if they start again from the beginning.
Silver wrote:Not sure where you looked but once you open that tree of zillions of game functions you highlight the one you want to copy over and then the copy button is at the top right of the screen - miles away from where you'd expect really but easily spotable.
OurJud wrote:
I've often wanted to do this, george, but as it doesn't use conventional browsers, I don;t see a way to open the browser's developer tools. The only one I ever use is Firefox's Firebug, but Quest doesn't use Firefox to run its games.
george wrote:"OurJud"
I've often wanted to do this, george, but as it doesn't use conventional browsers, I don;t see a way to open the browser's developer tools. The only one I ever use is Firefox's Firebug, but Quest doesn't use Firefox to run its games.
On the desktop offline, hit the play button on the game you're working on, wait for it to start, then hit the F9 key on your keyboard (or go to View -> Developer Tools in the menubar).
Alex wrote:The blue bar is there for logged-in users, otherwise there's nowhere for the Save button to be.
You could hide it using some JS, but then players won't be able to save their progress when they play online.
jaynabonne wrote:I use this to get rid of the blue bar:JS.eval("$('#status').hide();")
I don't know why you don't see the bar in the desktop version, as it's the same status bar there (the one that shows the room name). But... anyway.
jaynabonne wrote:I use this to get rid of the blue bar:JS.eval("$('#status').hide();")
I don't know why you don't see the bar in the desktop version, as it's the same status bar there (the one that shows the room name). But... anyway.
JS.eval ("$('#status').hide();")
JS.SetBackgroundCol ("black")
JS.eval ("$('#txtCommandDiv').prepend('> ')")
request (SetInterfaceString, "TypeHereLabel=")
OutputTextNoBr (RetroStyleHolder.css)
if (GetBoolean(game, "inprogress")) {
}
else {
game.inprogress = true
}
JS.eval ("$('#status').hide();")
jaynabonne wrote:
I don't know why you don't see the bar in the desktop version, as it's the same status bar there (the one that shows the room name). But... anyway.
OurJud wrote:"Pertex"
Click 'Filter' at the left bottom corner of Quest, choose 'Show library elements' , search for the function and copy it into your game.
Thank you
Edit: That didn't work, but there's more than a chance I'm adding in incorrectly.
However#status { display: none; visibility: hidden; }
in the game's CSS block did
<css><![CDATA[
<style type="text/css">
#status { display: none; visibility: hidden; }
</style>
<css><![CDATA[
<style type="text/css">
#status { display: none; visibility: hidden; }
</style>
]]>
</css>
OutputTextNoBr(game.css)
jaynabonne wrote:The CSS was added for another reason. It's not a standard feature of Quest, as such. If you do want to add the CSS, then you need a full block:<css><![CDATA[
<style type="text/css">
#status { display: none; visibility: hidden; }
</style>
]]>
</css>
request (Hide, "Panes")
request (Hide, "Location")
request (Hide, "Command")
JS.eval("$('#gameContent').width(870)")
JS.eval("$('#status').hide();")