SystemEnable group "Text Speed"
SystemDisable group "Main Menu Selection Values"
SystemDisable group "Options"
XAudio2Play music "button-11.wav"[/code:25pjppyf]
First, let me explain that I've set it up so that ONLY if all the "Options" selections have assembled together, into their proper places, can you choose a selection. I did this because otherwise, some glitchy stuff happens if you try picking options and stuff before they're in their positions.
Secondly, we enable ANOTHER Event Group, "Text Speed" to handle the display and picking of options for that, and at the same time... disable the "Options" event group. Why? So that we're not accidently messing around with anything in the "Options" stuff.
And we disable "Main Menu Selection Values", which is an event that handles the variables of "Selection", but only when "Up" and "Down" are pressed. This can be universal for the main menu AND "Options". How? Well, "Up" adds 1 to "Selection", "Down" subtracts 1. We don't have to alter this between the main menu and "Options" since we can STILL tell the Selector where to go depending on the "Selection" variable's value. "Text Speed" is a different story, and requires its OWN set of rules to allow for "Left" and "Right" to make selections, since it's unique in that aspect. If we let "Main Menu Selection Values" handle this, we'd need to push "Up" and "Down" to move the cursor left and right from "Slow" to "Fast".
There's a lot of other stuff, but like I said, I'm not as imaginative or clever as others on this board, so the .cap is a pretty big mess. It's like if I introduced you into my messy house with things scattered all over the floor and was like, "Watch where you step." Not only that, but Construct actually crashes if you try opening the "Pause Menu"'s layout directly. You have to open up another experimental stage layout FIRST.
I kinda wish there was a way to make the coding more efficient, but I'm not sure how. This was pretty much the best I could do at the time of making this. When it comes down to programming in Construct, from some examples I've seen, like with Deadeye's tutorials, it's not so much a matter of skill and know-how, it's puzzle-solving and imagination. There were lots of things in some .caps I've downloaded from people here that did some cool stuff with VERY few events that were easily understood, it was just a matter of thinking of them, a matter of coming up with those ideas. The imagination to THINK of those sorts of simple work-arounds, and I always found myself saying to myself, "I wish I could've thought of that!" Things that I KNEW how they worked, I just never would've had the creativity to use them in such a way.
And that's what's what bugged me about the topic about "Tileset RPGs" in the Help Forum. If you just sit down and think of a way to do it, put forth a bit of imagination, you could EASILY create something like that. My whole pause menu is DEPENDANT on 16x16 tiles, especially in appearance. The border for the pause menu was made in Photoshop, creating 16x16 tiles that I stretched out and placed accordingly.
This was pretty long-winded, and I barely explained how anything worked, and just a few things about my thoughts. It would be much harder to explain in more specific detail HOW everything works, and I doubt looking at my .cap would be any more helpful, but I hope what I've explained gives SOME idea on how I did this. ^^