Author Topic: LucasArts GUI Help Thread (NEW Scumm GUI Available!)  (Read 64002 times)  Share 

Re: LucasArts GUI Help Thread (NEW Scumm GUI Available!)
« Reply #440 on: 01 Sep 2011, 16:57 »
Perfect,
This already is solved.
 
                    Thank you very much to all! What would be of my without you!

Re: LucasArts GUI Help Thread (NEW Scumm GUI Available!)
« Reply #441 on: 01 Sep 2011, 22:16 »

Re: LucasArts GUI Help Thread (NEW Scumm GUI Available!)
« Reply #442 on: 01 Sep 2011, 22:29 »
Ey. It already is. It was a stupidity.

Thanks anyway, friendly.

Re: LucasArts GUI Help Thread (NEW Scumm GUI Available!)
« Reply #443 on: 04 Sep 2011, 12:35 »

Re: LucasArts GUI Help Thread (NEW Scumm GUI Available!)
« Reply #444 on: 30 Aug 2012, 07:17 »
Right, so I'm a total noob to AGS and just following tutorials at this point.



I loaded up babby's first room and the interface is blocking the character a bit. Is there some way to move the UI to the top, or will I need to include black space on the bottom of every background?

My resolution is current 1024x768. The Right click UI is also off a bit but still usable.

Khris

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Re: LucasArts GUI Help Thread (NEW Scumm GUI Available!)
« Reply #445 on: 30 Aug 2012, 09:13 »
Sure, you can reposition the interface, just change the GUIs' Top properties in the editor.
However, every game I know of that used this interface had it at the bottom, so I'd go the "only use the top two thirds of the backgrounds" route.

Btw, are you sure that 1024x768 is the right choice for you? And what do you mean by "right click UI"?
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Re: LucasArts GUI Help Thread (NEW Scumm GUI Available!)
« Reply #446 on: 30 Aug 2012, 20:17 »
The menu that you get when you right click, it offers some options for saving and loading.

And thank you for replying. I've been going through the tutorials and Wiki but it's actually kind of hard to find information for a specific issue. In this case, I didn't know what controlled the 9-verb section. I am not sure 1024x768 is the right choice, but 800x600 is too small for my current resolution to be able to see any detail on a 1900x1000 monitor. We are in 2012, after all! But I don't know if there are ways to scale it differently from a low-resolution.

Khris

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Re: LucasArts GUI Help Thread (NEW Scumm GUI Available!)
« Reply #447 on: 30 Aug 2012, 20:48 »
Sure, it's 2012, but you are using a 9verb-GUI, don't you? ;)
AGS has a variety of filters; you can scale the game window up to 4x. Compile the game (F7), open the Compiled dir in the game dir and run winsetup.exe. There you can choose the filter. This setting will also be used when you run the game from within AGSEdit (F5).

In general, the choice of resolution is subject to your graphic abilities and the style you're aiming for, not an arbitrary high resolution you happen to have your desktop set to.

If you must use the 9verb GUI as a beginner, familiarize yourself with AGS's general workings first by following the tutorial in the manual. Then read through the PDF that comes with the template in order to learn about the special funtions and slightly different workflow.
http://whathaveyoutried.com/

The other day on yahoo answers:
"Can you print colored images with black ink? If so tell me how please Thanx Kimberly"

Re: LucasArts GUI Help Thread (NEW Scumm GUI Available!)
« Reply #448 on: 08 Feb 2013, 02:46 »
Working with the VebCoin Gui (came with AGS 3.2),
I seem to have broken the Inventory Window, won't call up on right click after returning from a certain room...
What I think is the problem is that I am using the following code in this room,
    /code
    {if (mouse.IsButtonDown(eMouseLeft))       {
      mouse.SetBounds(165, 10, 230, 230);
      mouse.Mode = eModeUsermode1;
      check_Shaking();
      }
    /code

The room is a shooter mini-game, uses timers and funtions all running in the repeatedly execute, works pretty good. BUT when I exit the room I am having glitches. In the exit function I use
 /code
 mouse.Mode = eModePointer;
    code/
in attempt to return the curser and and verb coin to normal, cursor and verb coin work but right-click does not bring up inventory?
Hope someone might know what I'm talking about, hope I'm on the right thread.
Thanks!

Re: LucasArts GUI Help Thread (NEW Scumm GUI Available!)
« Reply #449 on: 08 Feb 2013, 19:55 »
Just to add to my previous post,
I am also switching characters, to the Helicopter character for the shooter .. then back to the main Char(the one with all the inventory) going back to a normal room. I am also unable to bring up the inventory when the helocopter is set to player, I assumed this was because of all the looping & repeat execute stuff going on in that level.. I don't know how to properly handle the inventory when changing characters, I am using the .SetAsPlayer() funtion.

Re: LucasArts GUI Help Thread (NEW Scumm GUI Available!)
« Reply #450 on: 09 Feb 2013, 10:12 »
OK I got it.
Just for any weary noob ags'er like myself out there, this template does NOT like " mouse.Mode = eModePointer " I replaced that with eModeWalkto and the inventory GUI comes up as expected. AGS is not overwhelmed by a bunch of loops and if-statements, I am.