Author Topic: Script modules/templates that need writing  (Read 14530 times)  Share 

SSH

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Script modules/templates that need writing
« on: 20 Sep 2005, 10:44 »
I suggest that people use the Module/Plugin tracker for these items now, instead of this thread:

http://www.adventuregamestudio.co.uk/forums/index.php?project=7





Now that we have script modules, it seems like it might be a good idea to create a list of modules that people want or are thinking of developing, or are actively working on, so that people can see what is upcoming, and maybe what is a "solved problem". People should update the thread when their modules are released. This could also include game templates.

So, to  get the ball rolling, here's my wish list:
  • Easy global variables with advanced debug
  • Speech bubbles
  • Sprite-based font display DONE
  • A 2.7 version of a SCUMM template, including non-blocking walk-to and the optional use of CallRoomScript to do interactions, as well as ProcessClick. Mostly done
  • An icon-based dialog module DONE
  • A few custom inventory GUE/modules DONE in coding competition
  • A Broken Sword template: 2.7 version?
  • A savegame with screenshots module/GUE that has a list of game titles and a single screenshot displayed, rather than my one that shows multiple screenshots at a timeSupSuper did this
  • A module for setting up intermittent incidental animationsDONE
  • Creditz module, including typewriter code DONE
  • Rick's "elastic lines"
  • Kinoko's floating HP
  • HiScore module (optionally using the EncryptedFile module)
  • Keypad combination lock GUE/module DONE
  • Star Wars scroller DONE
  • Scorp's queued background talking DONE
  • A module for moving a character or object VERY slowly DONE (But not needed anymore as of AGS v2.72 Beta 3)
  • Continuous music DONE
  • Pixel-perfect collision detection moduleDONE
  • A module that does the "VERB @OVERHOTSPOT@" and "VERB @ACTIVEINV@ PREPOSTION @OVERHOTSPOT@" stuff of the Lucas GUIs, but without all the other stuff...DONE
  • More modules that do individual bits of GUIs without the whole thing in a template, so people can mix-and-match

I've decided to try and keep this list up-to-date, so let me know if I've missed any suggestions, or if I've missed any that have been completed.
« Last Edit: 16 Aug 2012, 18:16 by SSH »

SSH

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But for the "slow movement" item, maybe a more efficient solution is to push someone called CJ to make this possible. := (I'll expect Helm will need this if he ever wants to make Snail Quest IV)

Well, the problem is that the way the walk speeds work is that setting 1 is the slowest you can get and having 0 or negative numbers would be confusing.
« Last Edit: 26 Apr 2006, 22:52 by strazer »

I disagree. I think Gilbot's suggestion is a nice, backwards-compatible way of doing it.
« Last Edit: 26 Apr 2006, 22:51 by strazer »

SSH

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For typewriter code, we can look at this thread and this thread to avoid re-inventing the wheel.

I was thinking about other credit "transition" options: simply appear,typewriter, fadein, slide in from offscreen (from 4 directions), and well you could do others but they would involve stuff that you can't do with just an overlay. You may also want different transitions for text "arriving" and "departing", and the possibility of the preivous exit transition overlapping the next entering transition...

but, anyway, I also had some more ideas for modules: a module where you could set up a hotspot, character or object to have a set of different responses when a particular verb is used on them which either go in sequence or randomly.  Something like: SetHotspotResponse(hBed, eResponseProgressive, "it's a bed", "it's still a bed", "it steadfastly remains a bed");

Also, Kinoko's RPG-ish code snippets might make good modules: e.g. Floating HP

And my old star wars scroller could be re-done with Dynamic Sprites. You could put a big GUI up on the screen, obscuring all the background, RawDraw the text lines onto the background, grab them with CreatefromBackground and then resize them as they go into the distance. Of course, if we could draw onto a hidden screen rather than the real one we wouldn't need the GUI and it would be a bit tidier, but nevermind.

And also, I noticed Rick's "elastic lines" code could be modulerisedicated
« Last Edit: 26 Apr 2006, 22:50 by strazer »

SSH

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Re: Script modules/templates that need writing
« Reply #4 on: 25 Apr 2006, 17:02 »
After a post in the Tech Forum, I realise that sometimes its nice to mix-and-match bits of Lucasarts, Sierra, Revolution, anyone else's GUIs together. With that in mind, I'm inviting the usual tech suspects to brainstorm and implement sub-components of these GUIs as modules and so people can take the bits they want.

Post here and I'll add ideas to the first post and PM me if you implement one and I'll score it off.

To get us started, I've added:
  • A module that does the "VERB @OVERHOTSPOT@" and "VERB @ACTIVEINV@ PREPOSTION @OVERHOTSPOT@" stuff of the Lucas GUIs, but without all the other stuff...
  • More modules that do individual bits of GUIs without the whole thing in a template, so people can mix-and-match

Also, on my own modules:
  • Add support for SpriteFonts to Credits, etc. by making SpriteFonts have a common API and put #ifdefs in other modules, or.... use #define to redefine builtins?
  • Move Credits typewriter functions into seperate module to allow others to use
  • Make use of strings go to Strings
  • Add backwards-compatibility, where feasible
« Last Edit: 27 Apr 2006, 15:46 by SSH »

EnterTheStory (aka tolworthy)

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Re: Script modules/templates that need writing
« Reply #5 on: 03 Apr 2008, 19:50 »
RickJ once said
Quote
Call/Return via RunAGSGame - I am writting a module to make this much easier.
- does anyone know if this ever happened?

EDIT: After posting this I found it - MiniGame

I think I have discovered a fundamental law of the universe. No matter how long you search for something, you will always find it one minute AFTER posting a request to the AGS forums. And often at the exact same second that somebody else posts the URL.
« Last Edit: 03 Apr 2008, 19:55 by tolworthy »

DazJ

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Re: Script modules/templates that need writing
« Reply #6 on: 30 Jun 2008, 20:56 »
I'd LOVE to see a Broken Sword template, that would be ideal. I'm surprised nobody's made one yet :)


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Brad Newsom

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Re: Script modules/templates that need writing
« Reply #7 on: 04 Jul 2008, 00:40 »
Is there a module out that works just like Modern Adventure games where as the left mouse button is a multitool. The cursor changes to what the mouse is over. Right mouse button brings up inventory?

Re: Script modules/templates that need writing
« Reply #8 on: 05 Jul 2008, 07:48 »
I would personally like to see the LSL7 GUI updated for AGS v.3.0. As it is, it currently won't work properly in v.2.7.

There also seems to be a Broken Sword template on this page, but I don't know how up-to-date it is.

Re: Script modules/templates that need writing
« Reply #9 on: 27 Jul 2008, 21:34 »
I would personally like to see the LSL7 GUI updated for AGS v.3.0. As it is, it currently won't work properly in v.2.7.

There also seems to be a Broken Sword template on this page, but I don't know how up-to-date it is.

I am quite interested in the idea of a Broken Sword template for the Adventure Game Studio. Does anyone know if there is one in the works or one already out there for us to use? Broken Sword is my ideal platform for the style of a game i wish to start creating soon. Hope someone can help with this. Thanks in advance.

Re: Script modules/templates that need writing
« Reply #10 on: 13 Aug 2008, 14:02 »
helloo I am new in this forum , I like this program very much , ,
I am learning it this time ,
I dont know how to use key functions  for ex: I-inventory ....



sorry for my english , I am georgian

Trent R

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Re: Script modules/templates that need writing
« Reply #11 on: 04 Nov 2008, 08:21 »
Okay..... *Ignoring Nikola's post*
As for the rest of this thread, is this updated/watched?


Anyways, I think I may write an Console Debug module for my game. Think Morrowind or Oblivion, where you press the ~ key and you can type in Debug commands. This would use the debug functions that are already in place (add all items, teleport, etc) but also add others such as adding individual items, and setting global variables. It would also change the keyboard shortcuts to typed commands (because I accidentally press Alt-X instead of Ctrl-X all the time!).

I mention this here because I wish to know how interested other AGSers would be for this. If the number is high, it would make me more likely to write and document it sooner. If it is in the wrong place, please delete/move it.


~Trent
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Dualnames

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Re: Script modules/templates that need writing
« Reply #12 on: 07 Nov 2008, 12:53 »
This has been done. Including cheat codes and all. It's a module by me and Ashen. Console 2b(that should help you find it). However, if you feel like implementing something feel free, but Ashen's done a really good job. It also supports SSH DENGVAT module. Either ways don't be put off, and you can always use it as a reference..

Trent R

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Re: Script modules/templates that need writing
« Reply #13 on: 07 Nov 2008, 20:33 »
Ooh goody, I'll check it out. I wasn't aware (I think I may have searched for 'debug'). Thanks!

~Trent
To give back to the AGS community, I can get you free, full versions of commercial software. Recently, Paint Shop Pro X, and eXPert PDF Pro 6. Please PM me for details.

Current Project: The Wanderer
On Hold: Hero of the Rune

Re: Script modules/templates that need writing
« Reply #14 on: 08 Nov 2008, 09:01 »
@Dualnames: I suppose that you think this one.Could you please repair the download link?
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Dualnames

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Re: Script modules/templates that need writing
« Reply #15 on: 14 Nov 2008, 11:49 »
@Dualnames: I suppose that you think this one.Could you please repair the download link?

As Trent has declared interest, well, I've taken the liberty to work on this again, and this time debugging will be easier. I've updated the topic.

EnterTheStory (aka tolworthy)

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Re: Script modules/templates that need writing
« Reply #16 on: 23 Nov 2008, 14:26 »
I'd love to see a module for extended character sets (e.g. Chinese) using regular TTF fonts. I'm offering a "translate your own" option on my game, and sooner or later someone's going to offer to do Mandarin Chinese...

I'm no expert, but I'm guessing it could be done as follows:
1. Take a font with more than 256 characters
2. Create custom TTF fonts each with 256 of these characters (surely there must be software for copying fonts and rearranging positions?)
3. a text request is translated, e.g. 'character 257' becomes 'font 2, character 1'
4. to display text, use 'sayBackground' with font 1, then immediately call 'sayBackground' using font 2. Or do the equivalent with overlays.
5. You'd need a spacer character as well, so when font 2 adds a super-wide character, font 1 adds the invisible spacer character five times, so when they're overlaid all the words match up. Or just play it safe and have a fixed width font.

Does that sound like it would work?

Re: Script modules/templates that need writing
« Reply #17 on: 23 Nov 2008, 17:54 »
@Dualnames: Great! But... do you have version for 3.0.2 (or anything but 3.1.0) stored somewhere?
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Dualnames

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Re: Script modules/templates that need writing
« Reply #18 on: 25 Nov 2008, 17:53 »
@Dualnames: Great! But... do you have version for 3.0.2 (or anything but 3.1.0) stored somewhere?

Yes,

 http://ledzepforever.googlepages.com/AGSConsole3.0.rar

This is made for 3.02

subspark

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[MODULE] Request: iMuseDigital
« Reply #19 on: 16 Apr 2009, 15:16 »
Theoretically if the beats per minute of a digital music track are recorded into the file or even a txt file, you could fade in the next track in sync with the previous or you could take this further by cueing and then playing a transitional peice of the previous music to the next.

Is this something somebody would be interested in writing for the community?
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