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Messages - Babar

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Someone once actually said "You make me wanna puke".
You know how I replied to that :grin:. It was glorious!

The Rumpus Room / Re: Who made Snarky moderator?
« on: 09 Oct 2018, 18:05 »
Alack, from whence came this foul tempest? I hereby challenge Snarky for his moderator hat. TO THE PAIN!

I really don't want to be a moderator, thanks

Critics' Lounge / Re: Beach Animations
« on: 09 Oct 2018, 07:31 »
For the first one, the further away something is, the less likely it would be that you'd see small movements. So I'd suggest moving the animated lines closer to the screen (or removing the ones almost at the horizon).

General Discussion / Re: World Suicide Prevention Day
« on: 05 Oct 2018, 12:39 »
A big reason the majority of suicide victims are men...
Isn't the other side of that stat that the majority of suicide attempts are by women? So it wouldn't really match your theory.

I see a 3rd AGS entry, using the old GUI template :D

And it is over! I see KyriakosCH put in an entry, any other AGS games?

My entry was In Bloom 3 minutes before submission :=.

So I created a palette of colours I want to use for my game, and that includes for the GUI items and speech colours as well.
Unfortunately, for all of my colours, they cannot be used in speech colours or GUIs.

For example, say I want to use a nice shade of blue at about 18, 111, 126 RGB for a character's speech colour. So I put that into their SpeechColor property, but it gets reset to 16, 108, 120.
The same with GUI elements.

This might just be a sad reality of working in AGS right now, but then the next part is a bug as well.
I tried plugging the colours I wanted into the Palette tab in the AGS Colours menu- I tried both using the pre-existing colours 1-15, as well as adding new ones to the end. Now if I choose the colour index to the colour I want in SpeechColour properties of characters or BackgroundColour properties of UI elements, the editor shows the correct colour with the correct RGB code, but in-game, the colours shown are the same hardcoded colours for that index- so for example, if I plugged in my blue shade at palette index 7, the editor shows the blue I want, but in-game, it shows the grey colour that is colour 7.

And yes, I'm using 32bit. 8bit would've been great, but the days of being able to smoothly 8 bit seem to be far behind AGS, and there was too much mucking about required to do that.

But my impression was that by "nothing happens" Babar meant that inventory item is not selected, not that literally nothing changes.
Nor was anything triggered for looking at inventory or interacting with inventory.

I wanted to use the default inventory handling behaviour and not code my own, as I assumed that would be simpler. Still, I figured out the problem and was able to use it.

I found out that inventory selection can only be done using the eModeInteract. My UI had nothing that changed the inventory mode, so it stayed whatever it is at start (probably walk?). So I set it to eModeInteract at the start, and back to eModeInteract after any eModeUseInv is done, and it worked.

Okay, perhaps I am misunderstanding how the default inventory system is supposed to work? What am I supposed to code, and what works on its own?
I created a completely new project, created a y-pop up gui gInv, added an inventory window, added inventory items, and still...nothing happens when I click them.
I can see them there, but clicking on them does nothing.

General Discussion / Re: Winzip or 7Zip
« on: 20 Sep 2018, 22:30 »
pkunzip is the best

I realised my game wouldn't have more than 5 items at a time, so I figured I'd just stick with my current implementation, but I ran into yet another problem.
I want to be able to click one of the inventory items and then have it become the active inventory and the current mouse mode become UseInv and be able to use it. Absolutely typical inventory behaviour. Except...there doesn't seem to be any way to implement it. When I click any inventory item in the inventory window...nothing happens.
I always just had inventory stuff work, so I'm a bit confused :D. I don't have inventory handling done in script, and the GUI is set to clickable.

Here is my on_mouse_click code, which is the only thing I could think of that is affecting it. I suspected it might be the "if (IsGamePaused()==1) section right at the start (since my gui pauses the game), but uncommenting the line I have there made no difference, and besides the quit button on the right of the menu gets triggered fine.
Code: Adventure Game Studio
  1. function on_mouse_click(MouseButton button) // called when a mouse button is clicked. button is either LEFT or RIGHT
  2. {
  3.   if (IsGamePaused() == 1) // Game is paused, so do nothing (ie. don't allow mouse click)
  4.   {
  5.                 //if (gInventory.Visible) Room.ProcessClick(mouse.x, mouse.y, eModePointer); //also tried eModeInteract
  6.   }
  7.   else if (button == eMouseLeft)
  8.   {
  9.     if  (GetLocationType(mouse.x, mouse.y)==eLocationNothing)
  10.                 {
  11.                         if (canwalk) player.Walk(mouse.x, mouse.y, eNoBlock);
  12.                 }
  13.                 else Room.ProcessClick(mouse.x,mouse.y, eModeLookat);
  14.   }
  15.   else if (button==eMouseRight)// right-click, so cycle cursor
  16.   {
  17.                 if  (GetLocationType(mouse.x, mouse.y)==eLocationNothing)
  18.                 {
  19.                         if (canwalk) player.Walk(mouse.x, mouse.y, eNoBlock);
  20.                 }
  21.                 else Room.ProcessClick(mouse.x,mouse.y, eModeInteract);
  23.   }
  25. }

Oh well, I guess I'll do it manually, then. Thanks!

I'm not sure which option you are talking about. I can't find anything in General Settings with as you say. The closest I find is:
"When player interface is disabled, GUIs should", and that is set to "Grey out all their controls", NOT "Display Normally". But I don't see how that setting would be relevant to my situation.

Nothing in the buttons that would do anything like that. The left one just has "InventoryWindow1.ScrollUp();", and the right one just has "InventoryWindow1.ScrollDown();".

Your question gave me the idea to add "gInventory.Visible=true;" after each of these lines, but that didn't help with anything.

It is clickable true, and it disappears when I click the buttons, yes. I'm assuming this is normal behaviour, it's just that it doesn't work well for my case.

So I'm using the default Y-axis pop-down GUI that AGS provides (I don't remember what it was called, the description now says "Visibility: When mouse moves to top of screen"), and the problem is that whenever I click a button in it, the GUI disappears, and I need to move my mouse up the screen again. Most cases I guess this would make sense, but I want to use it for inventory and scrolling through inventory.

Is the only solution going to be "Code your own Y-axis pop-down GUI"?

Regarding the first question.

The connection between the button and the mode is established when you register the verb. It is stored inside VerbCoin.

Therefore, you can add a lookup function to the VerbCoin and call that function from bLook_OnClick.

Assuming you base your work on the template coin verb:
I was very confused until I saw your edit :grin:. But no, I'm not using the template verbcoin. I'll look it up to see how it handles the issue, though.

Critics' Lounge / Re: Verbcoin Interface
« on: 02 Sep 2018, 20:45 »
Sorry for the long gaps inbetween, real life has a habit of getting in the way.
Initially (and maybe still?) I was just planning on making an optimal verbcoin interface, and nothing extraneous, and then likewise for a verbcoin, and maybe collect some analytics. However, it seems people have the desire and expectation for me to make a template, so I'm plodding along with that now :=.

I'm still suspicious as to whether it would be possible to swap between this and something like the Tumbleweed template, but I'm keeping it in mind as I progress. I can't find any module or template for the pop-down inventory (which I'm assuming would be the one to work best with this sort of verbcoin), so I guess I'll have to be adding that soon.

I was also flipping back and forth between whether to squeeze the buttons into a tighter arc if the interactible was along the edge of the screen, but decided against that, because it could not be applied consistently- for example, if there was only 1 verb for an interactible in the upper corner, the button could show up a fixed distance from the mouse-click. But if there were 2 or more, then I'd have to shift the whole UI away from the corner, and all those different states probably don't help with consistency.

If you're feeling generous, you could also help me out with some process questions I had that felt more suited to the tech forum.

Hey! I'm trying to come up with an optimal verbcoin (you can see the background in this thread here), but I've run into some hiccups, so I figured I'd get some help here. It's not exactly scripting help questions as much as procedure advice :D. Keep in mind, I'm trying to create a generalised solution that at most requires users need to add some of their own text or properties at a later time if they want to make changes to the verbs, but don't have to go into adjusting hardcoded numbers each time.

Code: Adventure Game Studio
  1. function bLook_OnClick(GUIControl *control, MouseButton button)
  2. {
  3.   gVerbCoin.Visible=false;
  4.   if (button==eMouseLeft) Room.ProcessClick(verbCoinX, verbCoinY, eModeLookat);
  6. }
That's the code for the OnClick of one of the buttons that pop up on my verbcoin UI. Every button's function is very similar, the only difference is the eMode... at the end. I could make a single function that just changed the last line of each, but I can't think of a generalised way to handle this. The function itself has the GUIControl as a parameter, so I can identify which verbcoin button was pressed, but there doesn't seem to be a useful way to use that. I had initially thought that everything (including UI elements) had Properties, so I would have used those, but apparently they do not.
As a related problem, I wanted to add action texts connected to each verb. So if the player moves the mouse over a blue cup, the text "Blue Cup" would appear at the bottom. When the player clicks the blue cup, this opens the verbcoin, and what I'd like is that when mousing over the LOOK button, "Look at" would be added to the text to change it to "Look at Blue Cup". I was assuming each text would be connected somehow to the verb.

So what I can think of right now for all this is to either use GUIControl.ID and/or create enums and strings for all the different possible verbs, but that really isn't a generalised solution, and would require a user in the future to add to it/remove from it themselves themselves if they ever wanted to make some changes. Is there a better, more generalised way?

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