Author Topic: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)  (Read 22572 times)  Share 

Once upon a time long, long ago, I decided to write an AGS module out of my game script.

Surprisingly, I've managed to find the time to fix it entirely and even make a fully functional template!

version 1.7.2 is up!

HERE IT IS!

Note: drearymonkey_05_06 (monkey_05_06) created a new version you might want to take a look at.

If you're using an older version in your game already, update the module codes by copying over the module script files! (should work under all AGS 3.0.0+ engines)

Features:

- fully interchangable gui system (want to switch verbcoin/inventory GUI's half way through the game? you can!)
- a fully integrated verbcoin system where you can add upto 6 buttons.
- @overhotspot@ special interaction label properties (change an object/character/hotspot's properties to display either default or custom text when moving over the corresponding verbcoin button)
- basic keyboard support
- double-click functionality on hotspots/objects with the 'Act' property set to true (useful for room exits!)
- game resolution independent
- the ability to enable/disable this module at any point in your game!

Try it out!

Notice: the template was created in AGS 3.0.2, but the code should work from AGS 3.0.0 and up. It's also been tested with the latest AGS 3.1.0 beta.

You can all bow down now.  ;D (just kidding)

Known bugs

No known bugs.
« Last Edit: 13 Oct 2012, 15:08 by Electroshokker »

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.0 (for AGS 3.0 only)
« Reply #1 on: 21 Oct 2007, 17:55 »
Nice work with rewriting the MI3 user interface! Many people will surely find a use for it :)

Pumaman

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.0 (for AGS 3.0 only)
« Reply #2 on: 21 Oct 2007, 18:27 »
Good work, thanks! I'd like to include this with the AGS 3.0 distribution if that's ok -- but before I do so, can I just check about the graphics. I'm assuming they're ripped from MI3, is that the case? If so I'll have to replace them with some very dodgy home-made images before including it.

Dualnames

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.0 (for AGS 3.0 only)
« Reply #3 on: 21 Oct 2007, 21:05 »
Always glad to see people get motivated. It was your CODE anyway. As I did pointed. Good Job. Hope this time it works like it should.


EDIT: Though you've scripted it for BETA 3.0.

Radiant

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.0 (for AGS 3.0 only)
« Reply #4 on: 22 Oct 2007, 01:04 »
So does this have keyboard support?

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.0 (for AGS 3.0 only)
« Reply #5 on: 22 Oct 2007, 19:19 »
So does this have keyboard support?

No.

Quote from: Radiant
Moving the main character with the cursor arrows is only a nice extra - however, invoking the GUI by keyboard presses (W=walk, T=talk, etc) is essential for LucasArts and VerbCoin GUIs (and a nice extra for Sierra ones). Hence, I would appreciate this being in the standard template. It's only a couple of lines, after all.

Quite. But I won't add it in the module code. I will however put up example code in the globalscript soon. The game designer will almost always want to modify which key does what anyways, and putting it in the globalscript will allow just that.

Rui 'Trovatore' Pires

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.0 (for AGS 3.0 only)
« Reply #6 on: 22 Oct 2007, 20:25 »
Actually, you'll find that if the template is well designed, people rarely change standard keyboard shortcuts. And if you provide for Look, Talk to and Use and leave placeholders for the other three modes, people will find their ways to them quite soon. I support Radiant's suggestion for having shortcuts in the template itself.
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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.0 (for AGS 3.0 only)
« Reply #7 on: 22 Oct 2007, 20:51 »
Actually, you'll find that if the template is well designed, people rarely change standard keyboard shortcuts. And if you provide for Look, Talk to and Use and leave placeholders for the other three modes, people will find their ways to them quite soon. I support Radiant's suggestion for having shortcuts in the template itself.

Yes, but I was talking about the module code. I fully intend to add keyboard support the way you suggest, but I'll add it in the template globalscript, where it's easy to find and customize.

If people start murking around in the module code (which does all the heavy lifting for the verbcoin gui) who knows what would happen.

I've been testing my own template further to fix up all the loose ends. I'll be posting an updated template later this week.

known issues:

- creating one of the 3 custom buttons will cause the game to crash when moving over them. This is due to a text property not being transferred to a string variable. (to be fixed)
- no keyboard support (to be added)
- still uses the old SetText() function (minor issue)

AGS 3.0 beta 14 known issue:

- text property changes doesn't set the room changed flag (bypass: change something else, such as the room/hotspot description in the room and save)

If you come across anything else, let me know.

Rui 'Trovatore' Pires

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.0 (for AGS 3.0 only)
« Reply #8 on: 22 Oct 2007, 22:36 »
Quote
Yes, but I was talking about the module code. I fully intend to add keyboard support the way you suggest, but I'll add it in the template globalscript, where it's easy to find and customize.

Aaah. My bad, sorry. I agree completely. Best to avoid having people messing with the module code.
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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.0 (for AGS 3.0 only)
« Reply #9 on: 23 Oct 2007, 11:24 »
The module could have a function that sets up keyboard shortcuts. I think that would be the best way to make things configurable in the global script and avoid people editing the module but keep the internals of the module hidden:

SCUMM_VERBCOIN_GUI.SetShortcut('X', eModeWhatever);

Also, I have to ask why the functions are so verbose and use numbers rather than GUI pointers:

[code]
SCUMM_VERBCOIN_GUI.Item_Count(10);  //how many inventory items fit in your inventory screen?
SCUMM_VERBCOIN_GUI.Inv_Border_x_active(true); //inventory exit borders to the left and right
SCUMM_VERBCOIN_GUI.Inv_Border_y_active(false); //inventory exit borders to the top and bottom
SCUMM_VERBCOIN_GUI.Inv_Border_Bottom_Po s(190);  //y-coördinate of the bottom exit border (inventory exit point)
SCUMM_VERBCOIN_GUI.Inv_Border_Top_Pos(40);  // y-coördinate of the top exit border (inventory exit point)
SCUMM_VERBCOIN_GUI.Inv_Border_Left_Pos(40); // x-coördinate of the left exit border (inventory exit point)
SCUMM_VERBCOIN_GUI.Inv_Border_Right_Pos(295); // x-coördinate of the left exit border (inventory exit point)
SCUMM_VERBCOIN_GUI.verbgraphic_idle_ver bcoin(1);
SCUMM_VERBCOIN_GUI.verbgraphic_interact _button(2);
SCUMM_VERBCOIN_GUI.verbgraphic_look_but ton(3);
SCUMM_VERBCOIN_GUI.verbgraphic_talk_but ton(4);
SCUMM_VERBCOIN_GUI.verbgraphic_custom1_ button(0);
SCUMM_VERBCOIN_GUI.verbgraphic_custom2_ button(0);
SCUMM_VERBCOIN_GUI.verbgraphic_custom3_ button(0);
SCUMM_VERBCOIN_GUI.Inventory_Underlay(gInvUnderlay.ID);
SCUMM_VERBCOIN_GUI.Inventory(gInventory.ID);
SCUMM_VERBCOIN_GUI.Verbcoin_GUI(gVerbCoin.ID);
[/code]

would be better as:

[code]
SCUMM_VERBCOIN_GUI.Item_Count(10);  //how many inventory items fit in your inventory screen?
SCUMM_VERBCOIN_GUI.Inv_Border_active(true, false); //inventory exit borders
SCUMM_VERBCOIN_GUI.Inv_Border_SetPos(40,40, 295,190);
SCUMM_VERBCOIN_GUI.verbgraphic(null, 1);
SCUMM_VERBCOIN_GUI.verbgraphic(interact_button, 2);
SCUMM_VERBCOIN_GUI.verbgraphic(look_button, 3);
SCUMM_VERBCOIN_GUI.verbgraphic(talk_button, 4);
SCUMM_VERBCOIN_GUI.verbgraphic(custom1_button, 0);
SCUMM_VERBCOIN_GUI.verbgraphic(custom2_button, 0);
SCUMM_VERBCOIN_GUI.verbgraphic(custom3_button, 0);
SCUMM_VERBCOIN_GUI.Inventory(gInventory, gInvUnderlay);
SCUMM_VERBCOIN_GUI.Verbcoin_GUI(gVerbCoin);
[/code]



Re: TEMPLATE: SCUMM VERBCOIN GUI v1.0 (for AGS 3.0 only)
« Reply #10 on: 23 Oct 2007, 17:48 »
The module could have a function that sets up keyboard shortcuts. I think that would be the best way to make things configurable in the global script and avoid people editing the module but keep the internals of the module hidden:

SCUMM_VERBCOIN_GUI.SetShortcut('X', eModeWhatever);

Sounds good to me. One thing's been bugging me for keyboard support, however: there are custom text properties in which you can fill in the action being performed for display when moving over a button. (so when moving over the mouth icon, for example, you could have "Drink from bottle", "Bite hamburger", "Chew gum", ...)

If I set keyboard shortcuts to immediately perform the corresponding action, you don't get to see the custom text. I'm thinking about popping up the verbcoin when you press a certain button and as long as you are holding the button down the corresponding verbcoin button will look "pressed" as well as the corresponding text showing in the label gui.

Does this sound workable, or would it be annoying? Perhaps I should include an option which enables/disables this type of keyboard reaction? (so if set to "enabled" you would see the verbcoin and the custom text when pressing a button, if set to "disabled" the action would just run)

Or maybe if you press a certain key only the custom text label would pop up for as long as you press down the key? (and not the verbcoin)

What do you think the best way would be to implement keyboard support? (I want the one using the template to have total freedom)

Also, I have to ask why the functions are so verbose and use numbers rather than GUI pointers

Basically, I spent more time thinking what functionality and options I should give your average AGS developer rather then the way to present it.

So thank you for your suggestions! I'll incorporate it in the next release. (Probably date of release: this friday or saturday)

Misj'

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.0 (for AGS 3.0 only)
« Reply #11 on: 23 Oct 2007, 19:02 »
Good work, thanks! I'd like to include this with the AGS 3.0 distribution if that's ok -- but before I do so, can I just check about the graphics. I'm assuming they're ripped from MI3, is that the case? If so I'll have to replace them with some very dodgy home-made images before including it.

Nooooo! - Not dodgy home-made images :P

Alternatively, I would like to give a small gift containing alternative (png) images for an AGS-template-Verb-Coin.



All files (in .png format) are contained within the following zip-file: http://www.2dadventure.com/ags/Misj-VerbCoin-Graphics.zip. The resolution of each sprite is the same as it's counterpart used in the original (MI3) template, and the Verb-Coin graphics contain one inactive, and three seperate active images.

All that rests me is a nice disclaimer (also contained within the zip-file)...since I don't want these graphics to end up in public domain.  :-[

Quote from: Misj'
------------------------------------------------------------------------------------------------------------------------------------
Graphics for the Verb-Coin-GUI for Adventure Game Studio 3 (AGS3).
------------------------------------------------------------------------------------------------------------------------------------

All graphics are created by Misj' in CorelDraw X3. These  images
are not in public domain, but may be used for GUI-templates for
AGS (as well as AGS games using that GUI). The images may not be
altered without permission of the author (with the exception of
file type conversions, and alterations to the empty inventory
sprite to create additional inventory items).

If you have created a GUI using these graphics, and you would
like to acknowledged me, do so at the location of distribution,
or in a text-file accompanying the GUI (or not at all ;) ).

These graphics were created as a gift to the AGS community, and
Chris Jones - creator of the Adventure Game Studio - in particular.

Have fun adventuring,

Misj'
23.10.2007
------------------------------------------------------------------------------------------------------------------------------------

Ps. No, I have no idea why wooden nickels would come in such a bag...but I didn't have time to think about that :)

Pps. The name 'Adventure Game Studio' is emprinted onto the coin. This is done, because these are only (AGS) template graphics, created to encourage people to draw their own game-specific versions.
« Last Edit: 23 Oct 2007, 19:09 by Misj' »

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.0 (for AGS 3.0 only)
« Reply #12 on: 24 Oct 2007, 17:42 »
Well using pre-made templates is the first step towards laziness :P though nice job. Maybe you should do the 3.0 default template too. ;)
Programmer looking for work

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.0 (for AGS 3.0 only)
« Reply #13 on: 24 Oct 2007, 19:58 »

Nooooo! - Not dodgy home-made images :P

Alternatively, I would like to give a small gift containing alternative (png) images for an AGS-template-Verb-Coin.

Great! I'm pretty much done fixing the code to more user-friendliness as well as some bug fixes. I created a background containing some stuff from the old AGS demo game and quickly threw in an old colored sketch for character.

Only thing left to do now is add keyboard support... then I can release the new template. ;)

Dualnames

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.0 (for AGS 3.0 only)
« Reply #14 on: 25 Oct 2007, 10:21 »
Do that will ya?

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.0 (for AGS 3.0 only)
« Reply #15 on: 25 Oct 2007, 20:51 »
Do that will ya?

Version 1.1 is released. It includes basic keyboard support and all new graphics (and some minor jokes)

(Only thing "missing" is the label gui not displaying which custom action you're doing when pressing one of the action keys, like when using the mouse)


Notice: for some reason I couldn't save it as a template anymore (AGS just crashes when I try that), so I deleted the big files (debug and the backup sprite set), and zipped it all.

@Chris: could you figure out why it crashes when attempting to save as a template?

Radiant

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.0 (for AGS 3.0 only)
« Reply #16 on: 25 Oct 2007, 22:47 »
Yay! Thanks.

Pumaman

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.1 (for AGS 3.0 only)
« Reply #17 on: 26 Oct 2007, 21:09 »
Nice work with the graphics Misj, and with the template update Electroshokker! It's looking really good!

Quote
@Chris: could you figure out why it crashes when attempting to save as a template?

Ah, this is happening because templates can't contain files with names longer than 24 characters, which the "ASCII Quick Converter.asc" file is breaching. I'll look into a fix for this.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.1 (for AGS 3.0 only)
« Reply #18 on: 03 Nov 2007, 06:29 »
Nice work with the graphics Misj, and with the template update Electroshokker! It's looking really good!

Thanks! Just noticed beta 15.

I discovered some new issues in my template whilest experimenting around a little:

major issue:

- high resolutions (800x600 and all higher resolutions achieved through filters) aren't supported yet. The verbcoin blinks in the upper left corner rather then open properly. This is a coördinate positioning bug.

minor issue:

- I left the custom_button1 expanded, so it can interfere when moving over the verbcoin to the right. Just setting all layout values to 1 fixes this.

I'll fix these issues and update the template.

EDIT:

- the high resolutions problem is not an issue. It only occurs if you call a room other then 1 from on_game_start()

- as for the custom_button1: see above fix.
« Last Edit: 03 Nov 2007, 09:59 by Electroshokker »

Khris

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.1 (for AGS 3.0 only)
« Reply #19 on: 08 Nov 2007, 03:47 »
That's a really cool Template, solid work!

You should be able to fix the resolution issue by removing the check for room 1.
It shouldn't matter if the code is called in every room.

A small suggestion: you're using many, many GetAtScreenXYs, especially in rep_ex.
Instead, you can put[code]Object*o=Object.GetAtScreenXY(mouse.x, mouse.y);
Hotspot*h=Hotspot.Get...
Character*c=...
InventoryItem*i=...[/code]at the start of the function and use o, h, c, i afterwards. Will save a lot of typing and even a short deal of CPU time.

I've noticed a bug: open the VerbCoin over anything, then move the mouse ENE, above the talk button. The coin will disappear although the cursor hasn't left it.

Another thing I've noticed:
You're using checks for Hotspot.GetAtScreenXY(mouse.x, mouse.y) != null.
Those checks will never fail because it doesn't return null but hotspot[0].
It's a mean trap, and I fell for it a couple of times myself :)
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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.1 (for AGS 3.0 only)
« Reply #20 on: 08 Nov 2007, 18:11 »
That's a really cool Template, solid work!

Thanks.

You should be able to fix the resolution issue by removing the check for room 1.
It shouldn't matter if the code is called in every room.

Was planning on it.

A small suggestion: you're using many, many GetAtScreenXYs, especially in rep_ex.
Instead, you can put[code]Object*o=Object.GetAtScreenXY(mouse.x, mouse.y);
Hotspot*h=Hotspot.Get...
Character*c=...
InventoryItem*i=...[/code]at the start of the function and use o, h, c, i afterwards. Will save a lot of typing and even a short deal of CPU time.

Hmm... I'll look into it.

I've noticed a bug: open the VerbCoin over anything, then move the mouse ENE, above the talk button. The coin will disappear although the cursor hasn't left it.

No, that's no bug. It's the custombutton1 which is sitting above the talk button. A little left-over from my personal game gui which has 4 buttons.

Just set all custombutton1 layout values to 1 to fix this, like I said above. Since there's no action defined for custombutton1, you leave the gui when moving over it.

Another thing I've noticed:
You're using checks for Hotspot.GetAtScreenXY(mouse.x, mouse.y) != null.
Those checks will never fail because it doesn't return null but hotspot[0].
It's a mean trap, and I fell for it a couple of times myself :)

Hmm... not sure of this one. I added all the checks because otherwise the game would crash constantly with null pointer errors. I'll check it out.


I'll update the template when I get around to it (maybe this weekend), right now my game project is the main priority again.

Khris

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.1 (for AGS 3.0 only)
« Reply #21 on: 09 Nov 2007, 14:38 »
About the last issue:
It's no big deal if it's just used as a check to avoid null pointer errors.
However if it's important for the game mechanics whether there's an actual hotspot there or not, you have to change the check.
The hotspots are drawn and thus stored as image, the number is simply the color. No hotspot drawn = color 0 = hotspot 0.
So Hotspot.GetAtScreenXY will return hotspot[0] instead of null. It's in the manual, too.
http://whathaveyoutried.com/

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.2 (for AGS 3.0 only)
« Reply #22 on: 01 Dec 2007, 10:17 »
Template updated to v1.2

All outstanding issues have been adressed. Enjoy!

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.3 (for AGS 3.0 only)
« Reply #23 on: 01 Dec 2007, 14:45 »
Since I was busy with it anyways... here's version 1.3 (download link in first post of this thread)

It adds double-click functionality to all hotspots/objects which have the 'act' property set to true.

Just thought you guys might find that useful... ;) The double-click speed is completely configurable, of course.

Code example given (try a single and a double click on the Advanced 3D Room hotspot)

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.3 (for AGS 3.0 only)
« Reply #24 on: 02 Dec 2007, 11:08 »
I found a bug in your template: when the inventory is on screen, clicking on a point where there's no object, with a character, an object or an hotspot behind the inventory in that place, results in looking at it... i tried to make the inventory gui clickable (the background), but it didn't worked...

edit: another bug (at least i think it's a bug), the player character doesn't walk (yes, i made the walkable area)
« Last Edit: 02 Dec 2007, 11:11 by khnum »

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.3 (for AGS 3.0 only)
« Reply #25 on: 03 Dec 2007, 20:49 »
I found a bug in your template: when the inventory is on screen, clicking on a point where there's no object, with a character, an object or an hotspot behind the inventory in that place, results in looking at it... i tried to make the inventory gui clickable (the background), but it didn't worked...

So if I understand correctly, you're clicking on an empty patch of the inventory and the "look at" action is executed if there's something behind it.

This occurs if you didn't have the general option "Handle inventory clicks in script" set to true.

Please check on the general settings tab under inventory if "Handle inventory clicks in script" is set to "True". If it isn't, please change it. (If it is already, let me know, and I'll double-check my code.)

EDIT: ah, after checking I agree it IS a bug. I must have made a mistake with the latest code updates, as this shouldn't occur. Expect a fix later this week.

edit: another bug (at least i think it's a bug), the player character doesn't walk (yes, i made the walkable area)

Characters walking or not has nothing to do with my template code. It has everything to do with views and the latest engine updates. (Try adding a bunch of frames to the first 4 views.)

This is a game engine issue, and is mentioned (I believe) in the AGS 3.0 RC1 thread.

« Last Edit: 03 Dec 2007, 20:53 by Electroshokker »

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.3 (for AGS 3.0 only)
« Reply #26 on: 04 Dec 2007, 18:31 »
Expect a fix later this week.

Thanks  ;D
Anyway, could you also specify what the error was, since i already heavily modified your script to fit into my game, so i'd prefer resolving it myself (actually i know which line of script causes the error, but i didn't understand what's its function, so i didn't remove it)

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.4 (for AGS 3.0 only)
« Reply #27 on: 16 Dec 2007, 11:13 »

Thanks  ;D
Anyway, could you also specify what the error was, since i already heavily modified your script to fit into my game, so i'd prefer resolving it myself (actually i know which line of script causes the error, but i didn't understand what's its function, so i didn't remove it)

Yes, the error was a few old lines of code that weren't supposed to be there. You've already found them (was easy enough), and they can be removed without any problems.

was removed:

[code]else{
    ProcessClick(mouse.x, mouse.y, eModeLookat);
    clicked=0;
    timer=0;
}[/code]

in the [code]if (Mouse.IsButtonDown(eMouseLeft) == 0){[/code] section

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.4 (for AGS 3.0 only)
« Reply #28 on: 17 Dec 2007, 15:32 »
Man, sorry if i'm always complaining, but i found another bug in the inventory  ???
If you click on an empty area, and then move the cursor over an object, the cursor mode switches to useinv (and the graphic changes, of course)

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.4 (for AGS 3.0 only)
« Reply #29 on: 19 Dec 2007, 20:52 »
Good work with all the updates! :)

The latest version of this template has AudioManager plugin data embedded, which causes a warning message for people who don't have the plugin installed. I've removed it in the version that I'm including with AGS; it might be worth considering this for future versions of the template.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.4 (for AGS 3.0 only)
« Reply #30 on: 22 Dec 2007, 10:15 »
Man, sorry if i'm always complaining, but i found another bug in the inventory  ???

I don't mind at all. Just happy someone is actually testing it thoroughly.  ;)

If you click on an empty area, and then move the cursor over an object, the cursor mode switches to useinv (and the graphic changes, of course)

Ok, I'll look into it. (I better hurry up, AGS 3.0 final is almost here  :o)

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5 (for AGS 3.0)
« Reply #31 on: 22 Dec 2007, 10:51 »
Version 1.5 is up.

Created without any plugins (just standard AGS 3.0 RC3), fixed the latest bug.

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5 (for AGS 3.0)
« Reply #32 on: 22 Dec 2007, 19:08 »
Great to see you still working on it..

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5 (for AGS 3.0)
« Reply #33 on: 22 Dec 2007, 21:46 »
Hello, sorry to be so green, but this looks just what I am after. Trouble is I have no idea how to use it! I have downloaded both files and copied them into the main adventure studio directory. I try import GUi, but it is not the right type of file for that. What do I do?

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5 (for AGS 3.0)
« Reply #34 on: 22 Dec 2007, 21:57 »
It's not a GUI, it's a new game template. That means that after putting the files into the AGS directory, you load the editor, choose "Start new game" and select it from the templates there.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5 (for AGS 3.0)
« Reply #35 on: 22 Dec 2007, 22:24 »
Ahh, thankyou very much.

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5 (for AGS 3.0)
« Reply #36 on: 23 Dec 2007, 20:55 »
In case you want a not so cool but as cool as CMI search for Scumm Remixed at the forums... you'll end up with my "module". Though I suggest this one..my scripts were based on Electroshockers work.. and he motivated to work on this..

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5 (for AGS 3.0)
« Reply #37 on: 08 Apr 2008, 16:02 »
Hi
i'm trying to use your template but can't understand the way it works.

I have created a hotspot hRock and a function hRock_Look() in the room script file.
But i have no output when using the look button.

[code]
// room script file
function hRock_Look()
{
Display("Just a rock.");
}
[/code]

which is the correct way to set an interaction?
I find (or maybe understand) nothing about it in the template or in the documentation.

I'm using ags 3.01 final

thanks

EDIT:
ok finally i managed to understand that I have to put the name of the function in the corresponding hotspot event :)
« Last Edit: 08 Apr 2008, 16:14 by riseryn »

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5 (for AGS 3.0)
« Reply #38 on: 08 Apr 2008, 20:44 »
Congrats on the new release Electroshokker!!

Cheers,
Paul.
     
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S

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5 (for AGS 3.0)
« Reply #39 on: 09 Apr 2008, 21:37 »
Apologies in advance if my ignorance is caused by being too lazy to read stuff I should've read, like readmes etc., but I have a problem with the Verb Coin, and I suspect it might be an issue of resolution (my game is 800 x 600). The GUI won't display its three buttons when I click certain hotspots and objects, mainly those that are close to the right and the bottom of the screen - basically making it impossible to interact with those objects and hotspots.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5 (for AGS 3.0)
« Reply #40 on: 11 Apr 2008, 11:15 »
Apologies in advance if my ignorance is caused by being too lazy to read stuff I should've read, like readmes etc., but I have a problem with the Verb Coin, and I suspect it might be an issue of resolution (my game is 800 x 600). The GUI won't display its three buttons when I click certain hotspots and objects, mainly those that are close to the right and the bottom of the screen - basically making it impossible to interact with those objects and hotspots.

Are you using AGS 3.0 or 3.0.1 ? I haven't had time to check if everything works on the 3.0.1 version yet. Will do so shortly.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5 (for AGS 3.0)
« Reply #41 on: 11 Apr 2008, 12:57 »
Im using 3.01 32 bits colour depth, 800x600 and direct 3d 9 driver
 with no technical problem at the moment with the template  :)
« Last Edit: 11 Apr 2008, 19:05 by riseryn »

S

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5 (for AGS 3.0)
« Reply #42 on: 11 Apr 2008, 14:17 »
I seem to recall that my version is 3.0.2 something (?), but I guess that might not be possible. I'll check it out when I get back from work.
It's a bit odd though, because the template's default is not 800 x 600 (why is that rare btw?), but one notch lower (600 something) - and everytime I start a new room I get a black rectangle in that res that needs to be expanded (with the warning every time). So, even though I changed it in the general prefs, the game seems to ignore my preferred resolution of 800 x 600, and the GUI does so too.

S

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5 (for AGS 3.0)
« Reply #43 on: 12 Apr 2008, 15:26 »
I'm on 3.0 by the way. Or, build 3.0.0.23, to be precise.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5.1 (for AGS 3.0.1)
« Reply #44 on: 13 Apr 2008, 09:05 »
Version 1.5.1 is up.

Minor bugfix only, it now supports the 800x600 resolution.

Please test, this shouldn't break any other resolution support.

For those of you using the 1.5 version and a lower game resolution, there's no need to upgrade.

S

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5.1 (for AGS 3.0.1)
« Reply #45 on: 13 Apr 2008, 16:33 »
Updated to 3.0.1 and the newest version of the verbcoin. All of it works now, and moreover, 3.0.1 contains some very nice improvements. Let's hope its stable (so far so good).
Thanks!

S

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5.1 (for AGS 3.0.1)
« Reply #46 on: 13 Apr 2008, 16:35 »
Ooh, just one more thing: When one presses the left mouse button to bring up the coin it defaults to "look at" or whatever button is placed in the middle. Is it possible to raise the coin or lower the hotspot for the pointer so that it does not open with the look at function already chosen?

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5.1 (for AGS 3.0.1)
« Reply #47 on: 13 Apr 2008, 18:13 »
Would it be ok for me to replace the Verb Coin template included in the AGS distribution with this latest version the next time I build it?

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5.1 (for AGS 3.0.1)
« Reply #48 on: 13 Apr 2008, 22:14 »
Would it be ok for me to replace the Verb Coin template included in the AGS distribution with this latest version the next time I build it?

Sure, go ahead.  :)

Ooh, just one more thing: When one presses the left mouse button to bring up the coin it defaults to "look at" or whatever button is placed in the middle. Is it possible to raise the coin or lower the hotspot for the pointer so that it does not open with the look at function already chosen?

Actually, you can do this yourself quite easily (which is why I won't change the template: the guis can be and are supposed to be customized the way you want them to be).

The cursor is (except when you open the verbcoin at the borders of the screen) always placed in the center. Move/resize the gui buttons any way you like.

(If you don't see the buttons in the gui, that's because they have transparent backgrounds. You can select them as sub-elements of the verbcoin gui)
« Last Edit: 13 Apr 2008, 22:20 by Electroshokker »

S

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5.1 (for AGS 3.0.1)
« Reply #49 on: 14 Apr 2008, 10:24 »
Yeah, I know about moving the buttons, and I just thought of a nice-looking way to do this that takes advantage of the cursor hotspot being slap bang in the middle (I'll fan the buttons out around it), but I still haven't figured out how to lower or move the cursor hotspot for the GUI. Ah, anyway. I'll direct such quieries to the Beginners forum from now on.
Thanks.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5.1 (for AGS 3.0.1)
« Reply #50 on: 17 Apr 2008, 18:35 »
I m trying to use both your template and the gridinventory from Besh.
Actually I cant manage to have them working together.

My main problem is that the on_mouse_click() function of grid inventory is somehow overrided by scumm verbpoint and i dont know how to manage this issue after several hours reading the code.

Anyone has a clue about it?

A solution would may be to have a template only for the verbcoin without the inventory to be able to use another inventory template I guess.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5.1 (for AGS 3.0.1)
« Reply #51 on: 17 Apr 2008, 20:25 »
I m trying to use both your template and the gridinventory from Besh.
Actually I cant manage to have them working together.

My main problem is that the on_mouse_click() function of grid inventory is somehow overrided by scumm verbpoint and i dont know how to manage this issue after several hours reading the code.

Anyone has a clue about it?

A solution would may be to have a template only for the verbcoin without the inventory to be able to use another inventory template I guess.

One of the reasons I made my verbcoin template because the old existing template didn't support the verbcoin inside the inventory. So removing it would miss the entire point.

I COULD try to see how the grid inventory is working and integrate it into a new module you can use. I've got no idea how much time I need for this and when I'll actually have the time;

(Merging codes rather then trying to run 2 seperate gui codes, which is always a bad idea as they will naturally interfere with one another)

Another, quicker way (in terms of coding) would be to create a set of options with which you can "turn off" certain verbcoin gui functionality.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5.2 (for AGS 3.0.1)
« Reply #52 on: 01 May 2008, 10:59 »
New 1.5.2 version is up.

Release notes:

- bugfix: walk-to code no longer responding after clicking on something which had property 'act' set to 'true'

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5.2 (for AGS 3.0.1)
« Reply #53 on: 09 May 2008, 19:11 »
Probably a silly question but I was using the previous version of the verbcoin with the 800x600 problem, I only just realised I have that problem, I'm just wondering how I upgrade to the latest version of the template without having to start all over again and importing everything over.

edit

I transfered everything over to the latest version of the verb coin and ags and I'm still getting problems selecting things near the edges of the screen. :(
« Last Edit: 09 May 2008, 21:53 by Obi »

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5.2 (for AGS 3.0.1)
« Reply #54 on: 10 May 2008, 11:29 »
Probably a silly question but I was using the previous version of the verbcoin with the 800x600 problem, I only just realised I have that problem, I'm just wondering how I upgrade to the latest version of the template without having to start all over again and importing everything over.

See the first post of this thread. I've uploaded the updated module script files seperately.

edit

I transfered everything over to the latest version of the verb coin and ags and I'm still getting problems selecting things near the edges of the screen. :(

That's odd... are you sure you rebuild your game?

Come to think of it, my code's not very clean and general in that section. I feel another quick update coming up...
« Last Edit: 10 May 2008, 11:42 by Electroshokker »

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5.3 (for AGS 3.0.1+)
« Reply #55 on: 10 May 2008, 11:38 »
v1.5.3 is out. Just a quick fix.

The code is now completely resolution independent. Enjoy.

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5.3 (for AGS 3.0.1+)
« Reply #56 on: 10 May 2008, 14:39 »
Fantastic work mate!
Very impressed here! :)

Cheers,
Paul.
     
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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5.3 (for AGS 3.0.1+)
« Reply #57 on: 11 May 2008, 00:17 »
Thanks! Now it works like a charm, you just saved my hide!

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5.3 (for AGS 3.0.1+)
« Reply #58 on: 13 May 2008, 00:05 »
In the code, you say

"// if you're verbcoin is of a different size then 120x120 pixels, change these values. "

I try a lot but I don't know how to the template use my oversized verbcoin. It has 141x140 pixels, and the game its shows Cutted.

And too I see the change of image button is so slow. Why for?

EDIT: More important than size... Apart from a maybe problem of size, to activate a new button (I simple want a button to pickup objects), Is there more needed than expand the button size and all of that? My pickup button (custom_button3) don't "ilumine" (don't get mouseover and is unuseful).


Edit 2: I act as a noob and don't remind that gui's only update trought restarting game, not in save games u_u xD
« Last Edit: 13 May 2008, 09:27 by Alarconte »
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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.5.4 (for AGS 3.0.1+)
« Reply #59 on: 31 May 2008, 13:12 »
Another update version 1.5.4, changes are:

- removed confusing commentary of old (Alarconte, you're NOT supposed to change ANYthing in the module code, it automatically supports any verbcoin size and any resolution)

- fixed another bug: when a couple of hotspots/characters/objects where close together, the label gui would display the wrong text, this was confusing when playing the game.

I don't know how to the template use my oversized verbcoin. It has 141x140 pixels, and the game its shows Cutted.

Increase the overal size of the gui so it matches the size of your verbcoin.

And too I see the change of image button is so slow. Why for?

So you can have verbcoins with buttons of which the images overlap one another. It allows for more flexibility, though it is indeed slower then if you use seperate button images.

to activate a new button (I simple want a button to pickup objects), Is there more needed than expand the button size and all of that? My pickup button (custom_button3) don't "ilumine" (don't get mouseover and is unuseful).

You have to define the new button's image in the globalscript:

[code]SCUMM_VERBCOIN_GUI.verbgraphic(bCustom3, 0);[/code]

replace the 0 with whatever sprite number you want it to be.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.6.0 (for AGS 3.0.2+)
« Reply #60 on: 15 Jun 2008, 12:08 »
Major update: version 1.6.0 is up  ;D

- Lots of bugfixes
- A brand new feature: the ability to disable the module at any point in the game

help file on new function:

[code]

SCUMM_VERBCOIN_GUI DisableVerbCoinGUI

static SCUMM_VERBCOIN_GUI.DisableVerbCoinGUI(bool value)

Activates/Deactivates the SCUMM Verbcoin GUI system

Example:

SCUMM_VERBCOIN_GUI.DisableVerbCoinGUI(true);

will disable all verbcoin processing code.

[/code]

Ali

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.6.0 (for AGS 3.0.2+)
« Reply #61 on: 27 Jun 2008, 11:36 »
Hi,

I've been using version 1.6, and I don't know if these points have been mentioned before, so I hope I'm not repeating stuff.

Because the module checks for hotspots before objects, objects situated over hotspots caused the wrong message to appear in the status line. Reordering the script sorted the problem for me. Though I'm not certain of what whould happen if characters overlapped objects or vice versa.

Also, I found I had to individually write "examine x" for every object. Is that the way the module is meant to work? I added a couple of lines which check if the custom repsonse is empty, and if so send a string saying "use/examine/talk activelocation" to the status line.

I think it would be good if that was built into the module, because it would only require users to create custom responses for certain objects (i.e. eat rather than talk for food).

Great module though, keep up the good work!

-Ali

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.6.0 (for AGS 3.0.2+)
« Reply #62 on: 02 Jul 2008, 20:13 »
Hi,

I've been using version 1.6, and I don't know if these points have been mentioned before, so I hope I'm not repeating stuff.

Because the module checks for hotspots before objects, objects situated over hotspots caused the wrong message to appear in the status line. Reordering the script sorted the problem for me. Though I'm not certain of what whould happen if characters overlapped objects or vice versa.

Hmm... good point. Basic AGS order is character => object => hotspot I think, but for characters/objects it really depends on the z-order (and thus the baseline).

I'll fix that in the next release. Thanks for spotting this!

Also, I found I had to individually write "examine x" for every object. Is that the way the module is meant to work? I added a couple of lines which check if the custom repsonse is empty, and if so send a string saying "use/examine/talk activelocation" to the status line.

I think it would be good if that was built into the module, because it would only require users to create custom responses for certain objects (i.e. eat rather than talk for food).

Yes, that's exactly how the module's supposed to work. I used to have a function which filled in a "default" message every time, but since I like to keep it as flexible as possible I removed that and replaced it with properties.

I'll probably add a brand new function which allows you to choose from 3 options:

- no messages
- default messages (customizable through a function call at any point in the game)
- property messages

That way you'll have all the flexibility you need. (and of course you'll be able to switch between these 3 modes in mid-game)

Great module though, keep up the good work!

-Ali

Sure will. If people keep giving suggestions like these, the module will be a great extension to AGS.

And if I ever do get the time I might consider working out other gui templates for AGS 3.0 (If there's a request/need for them anyways).

Ali

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.6.0 (for AGS 3.0.2+)
« Reply #63 on: 05 Jul 2008, 09:48 »
That's good to hear, though I would suggest having a "default messages + properties" mode, which I think would be the most useful. If customised text is available the module would display it, otherwise it would use the default response.

That's how I tweaked the module to work, as I mentioned above, and I think it would really streamline use of the module.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.0 (for AGS 3.0.2+)
« Reply #64 on: 19 Jul 2008, 12:55 »
Version 1.7.0 is up.

- buxfix: message ordering when you've got objects/characters on top of each other. The label gui will display the text property of the instance that is on top now.

- new feature: default messages. enable/disable at your leisure, change the default messages at any point in the game, use in combination with the custom messages if you like.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.0 (for AGS 3.0.2+)
« Reply #65 on: 31 Aug 2008, 09:40 »
Hello,

I've been using version 1.7.0 in my game and I think I found a bug: If I have a scrolling room and the character enters the room from a direction that requires the engine to show the room from somewhere else than upper left corner (say, I have a room sized 800x1000 and the character enters the room from the bottom) the hotspots outside the game resolution (in this case outside 800x600 rectangle) do not work properly. The GUI displays for a fraction of second in the wrong place (in this case at the bottom of 800x600 rectangle) and then disappears, probably because the mouse is not where the GUI is.

If the player enters the room so that the top left corner shows (in our example, from the top of the room), all the hotspots work correctly.

Also, sometimes the GUI script crashes on room change, though I am not sure what exactly causes it. In my game it only happens if I have two scrolling rooms linked so, that player exits the other from outside the 800x600 rectangle and then enters the new scrolling room also outside 800x600 rectangle. But even then only if I have not visited both rooms before from some other room. Error message is about null pointer reference on the line that gets custom properties from the player(?) character. Maybe loading the room and changing the viewport is so slow that when the code gets to this point, it has not yet loaded the character?

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.0 (for AGS 3.0.2+)
« Reply #66 on: 02 Sep 2008, 18:23 »
I am unable to replicate this bug at this time (due to the fact I haven't used any vertically scrolling rooms yet).

Is it possible for you to send me a 1-room game with basic code which generates this error? (PM me)

In any case I'll look into it when I get some time, but my life's pretty hectic as it is right now, so that may be a while.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #67 on: 11 Oct 2008, 05:48 »
Ok, new 1.7.2 version is up.

This one's got a new feature: disable inventory()

And fixes the scrolling room bug. (When I finally got round to checking it out, it took me about 5 seconds to fix. Sorry it took so long, guys! My life's been pretty hectic.)

goldensox

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #68 on: 24 Oct 2008, 21:35 »
so, why didnt anyone release some templates or skins of this GUI? i mean, im feeling scared about editing the original, cause, by my calculations, the chance of getting shitty is liek 99%...
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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #69 on: 01 Feb 2009, 10:19 »
I got problems with the inventory

Some items react different than others. When I select some items, the inventory closes nearly instantly. When I select other items the inventory closes after some seconds.
The Inventory only closes when i move the mouse cursor over the left border.

I can't remember changing anything in the script, except the item.count & the size of the items

-in the GlobalScript:
int item_count = 36;
function game_start()
{   SCUMM_VERBCOIN_GUI.Item_Count(36);
-in the Scumm VerbCoin GUI.ash:
import static function Item_Count(int count = 36);

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #70 on: 02 Feb 2009, 12:17 »
I managed to fix the problem, although I still don't know what exactly caused it.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #71 on: 02 Feb 2009, 19:02 »
Did you change the inventory background from the default?  If so, you may need to change the edge coordinates to account for the different size :) (I had the same problem until I did that).

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #72 on: 03 Feb 2009, 07:46 »
I did change the background image und made the top border smaller. But the position and size of the space for the inventory did stay the same. It worked after i adjusted the size of the @overhotspot@-button

The strangest thing was, that some items did react differently than others.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #73 on: 19 Feb 2009, 09:14 »
How can I deactivate the Verb Coin and the inventory for special rooms?

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #74 on: 19 Feb 2009, 13:52 »
How can I deactivate the Verb Coin and the inventory for special rooms?

in any script, type [code]SCUMM_VERBCOIN_GUI.[/code] and you will automatically see all available functions.

Among these you'll see some enable/disable functions for this kind of stuff.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #75 on: 23 Feb 2009, 14:47 »
I am using SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+) for a game I'm currently working on. However, I have a problem when using the ShowPlayerCharacter = false on the room settings. When I use this setting  I am no longer able to call up the inventory at all. Not sure what I'm missing to make this work?  ???

Jared

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #76 on: 04 Mar 2009, 05:53 »
I've been using this template recently and it's wonderfully easy to use and straightforward - pretty much as efficient as the default SCI. I hate to get petty, though, but I wanted to use narrator messages in my game but the module seems to have overridden the Display() function to Character.Says() for the player character. I had a quick look through the Global scripts and couldn't see it anywhere.

Would there be a straightforward way to set Display back to its default function? Is there another function that does the same job as default Display()? If not I can re-write it without a narrator but I had been hoping to use one..

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #77 on: 05 Mar 2009, 14:54 »
I am using SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+) for a game I'm currently working on. However, I have a problem when using the ShowPlayerCharacter = false on the room settings. When I use this setting  I am no longer able to call up the inventory at all. Not sure what I'm missing to make this work?  ???

I'll look into it.

I've been using this template recently and it's wonderfully easy to use and straightforward - pretty much as efficient as the default SCI. I hate to get petty, though, but I wanted to use narrator messages in my game but the module seems to have overridden the Display() function to Character.Says() for the player character. I had a quick look through the Global scripts and couldn't see it anywhere.

Would there be a straightforward way to set Display back to its default function? Is there another function that does the same job as default Display()? If not I can re-write it without a narrator but I had been hoping to use one..

I believe this is a general setting, nothing in the code, actually. Look on the general tab of AGS and change the "always display text as speech" setting.

The AGS default is to display narrator messages as textbox, but I probably changed this setting (dunno why, I'll revert it in the next update)

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #78 on: 07 Mar 2009, 03:55 »
Ah, yes, I was kicking myself just when I was coming to check out this thread, realising it was probably a GUI setting. That can be my trouble - spent so much time screwing around with Java I forget that in AGS not everything's in the code.

I think it's fine as is - to the best of my recollection LA never used a narrator in their games (unless you're pedantic enough to go back to Labyrinth) so it only makes sense for a verbcoin mod to be designed for a player character response, just as Sierra interface is generally made with a narrator.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #79 on: 03 Apr 2009, 17:01 »
I still have a problem with the GUI.

In some cases (like Buttons for "Start", "Load", & "Quit" in the starting screen) I want to proceed a simple click without using the Verb Coin but I dont know how. If I deactivate the VerbCoin nothing happens when a click somewhere.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #80 on: 07 Apr 2009, 11:49 »
I still have a problem with the GUI.

In some cases (like Buttons for "Start", "Load", & "Quit" in the starting screen) I want to proceed a simple click without using the Verb Coin but I dont know how. If I deactivate the VerbCoin nothing happens when a click somewhere.

That's exactly the point. You disable the verbcoin module, any interactions or mouse-click events you wish to process you'll have to code yourself.

This was included so you could have mini-games or other stuff in your game where you don't want my module to interfere.

However, for your particular issue: every hotspot/character/object/item has the 'act' property. If you set this property to 'true' (it's a boolean), any clicks on the hotspot/character/object/item  will be processed immediately as an interact event.


Just left click on the ... field next to 'Properties'

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #81 on: 09 Apr 2009, 22:03 »
Once again: Thanks!

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #82 on: 27 May 2009, 18:08 »
I dont know if this was notified before, but i will post it anyway.

In scrolling rooms the verbcoin is not displayed in the right position (640x480 game, room 900x480 where i had this issue). I changed the declaration of gui_verbcoin_border which was bad implemented and now it works perfect.

Also, the act property to allow fast clicks is not complete. After all, if the player keep the mouse button down, the verbcoin will popup anyway. I just included a new boolvariable (VerbCoinAvailable) and add this in your module:
[code]
timer++;
if (!VerbCoinAvailable) timer = 1;
if (timer >= 15)
{
//Show verbcoin routines
}[/code]

I hope this helps.

Jp

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #83 on: 18 Jun 2009, 16:32 »
I dont know if this was notified before, but i will post it anyway.

In scrolling rooms the verbcoin is not displayed in the right position (640x480 game, room 900x480 where i had this issue). I changed the declaration of gui_verbcoin_border which was bad implemented and now it works perfect.

Also, the act property to allow fast clicks is not complete. After all, if the player keep the mouse button down, the verbcoin will popup anyway. I just included a new boolvariable (VerbCoinAvailable) and add this in your module:
[code]
timer++;
if (!VerbCoinAvailable) timer = 1;
if (timer >= 15)
{
//Show verbcoin routines
}[/code]

I hope this helps.

Jp

Actually, I have in my possession a brand new (customized) version of this module, which does not have any problems found in this version, (as far as I know) which is infinite more stable.

However, I don't have the time to do the code-merge at this time. My priorities lie elsewhere at the moment.

Rest assured, I WILL perform an update of this module somewhere in the (hopefully near) future. Between being a full-time coder on my day job, my girlfriend and the Linux engine + some other stuff, I'm pretty busy.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #84 on: 27 Jul 2009, 00:42 »
Electroshokker ?
Would it be possible to program a outline system in your template? Ie when an object of the inventory in overlap with another in the inventory or in the scene, it displays a small outline (color and thickness you want) as in Monkey Island 3 ...

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #85 on: 29 Jul 2009, 12:17 »
Sorry, Electroshokker.

I got to report another bug to you. If you override the VerbCoin by setting the propertie 'act true' the game can crash, when you click at a destination where hotspots, objects or chars are close to each other.  For example if a charakter stands before a hotspot and you click at the edge of the charakter.

The game crashes with the following massage:
in 'Scumm VerbCoinGui.asc", line 547
Error: Error running function: 'repetedly_execute':
Error: Null pointer referenced

 

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #86 on: 16 Sep 2009, 12:58 »
Hi, I need some help...
I'm Italian, excuse me for my very bad translation ;D

I started a new game using the VerbCoin, but I have some problems...

When I write something like this, in the room scripts:

function oPoster_Interact()
{
  cEgo.Walk(459, 352, eBlock, eWalkableAreas);
  oPoster.Visible = false;
  cEgo.AddInventory (iPoster, 0);
  return;
}

My character should walk in the position (459,352) but he stops in another point of the room. :-[
This problem appears only when I use the VerbCoin
Could someone help me? Please I'm a beginner and I found this VerbCoin wonderful!! I want to use it!! :)
« Last Edit: 16 Sep 2009, 12:59 by corrado1989 »

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #87 on: 16 Sep 2009, 21:14 »
On the General Settings pane, check the "Use low-res co-ordinates in script" setting -- I can't remember what it's set to with the Verb Coin template.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #88 on: 16 Sep 2009, 21:56 »
Thank you very much, now it works perfectly!!

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #89 on: 23 Sep 2009, 05:06 »
I am using SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+) for a game I'm currently working on. However, I have a problem when using the ShowPlayerCharacter = false on the room settings. When I use this setting  I am no longer able to call up the inventory at all. Not sure what I'm missing to make this work?  ???

Hello, I'm having the same problem as beckymov, I can't bring up the inventory while hiding the playable character. Can anyone give me some hint on how to make this work?

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #90 on: 24 Sep 2009, 22:16 »
hello. no one ever got back to me on this one but i managed to find a way around it by keeping ShowPlayerCharacter set to true, setting 0 on players view for the room (both on the edit room panel)  and editing the room script to set the players idle view and talking view to a blank one on: function room_Load()

e.g.

function room_Load()
{
cEgo.SetIdleView(-1,  0);
cEgo.SpeechView = -1;
}
then
resetting to the desired views on exiting that room.

e.g.

function hExit_Interact()
{
player.ChangeRoom(1, 522, 351);
cEgo.SpeechView = 13;
cEgo.SetIdleView (6, 15);
}


hope this helps!    :)

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #91 on: 18 Jul 2010, 06:04 »
hello. no one ever got back to me on this one but i managed to find a way around it by keeping ShowPlayerCharacter set to true, setting 0 on players view for the room (both on the edit room panel)  and editing the room script to set the players idle view and talking view to a blank one on: function room_Load()

So far, this one helps me alot.. hope theres some fixes available soon :) thank you beckymov !

THANKS :

Shokkermeister for updating the module, new features really helps alot!
« Last Edit: 19 Jul 2010, 14:39 by Monk »

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #92 on: 21 Feb 2011, 20:21 »
Edit 2: Oh dear - user error i assume. I just commented out all the 'custom' options - seems to have resolved the issue. I must have removed them from somewhere else in the module at some point I guess. My bad.  :-[ Apologies mods.

Edit: I can't actually replicate this error in a new game - puzzling. Wonder if it's a known smoothscroll parallax compatability issue (although error occurs when scrolling is not taking place)... anyway if anyone has any advice on the below then let me know.

Not sure if posting here will get me into trouble as this is quite an old topic now - but i've noticed the same error that Helme raised previously and i was wondering if anyone else had experienced this error and found a way to resolve it. It still occurs with the latest version of this module. I've tried in vain to resolve it and have searched the forums of other examples of people experiencing this issue and Helme is the only other.

The Bug:

Imagine you were to create a hotspot that represented a door in a non-scrolling room, and on the wall next the door you placed an object. The door hotspot is then configured to act on a single click interaction rather than verbcoin interface (property 'act' = true) so that on a single click the player walks to the door and exits the room.

The bug occurs if you do the following -
*Click on door to initiate the character interaction.
*In-between the character walking to the door and changing rooms move the mouse cursor so that it is now positioned over the object next to the door.
*When the door interaction attempts to run the change room interaction a 'null pointer referenced' error is thrown referencing this line in the 'Scumm Verbcoin GUI.asc':

"...
else if (GetLocationType(mouse.x,mouse.y) == eLocationObject){
        custom_1 = obj.GetTextProperty("Custom_Look"); //THIS LINE REFERENCED AS ERROR
..."

I think the cause has something to do with the module repeatedly checking the mouse x/y coordinates for a hotspot, object, character etc but i'm not skilled enough to try and resolve the issue further.

Anyone able to help?

Asides from this bug, I love this module. ;D
« Last Edit: 21 Feb 2011, 21:27 by Haggis »
The text in Haggis' signature is quite clever and original for an adventure game forum.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #93 on: 25 Mar 2011, 09:57 »
Concerning the function DisableInventory(optional bool value):

I think it is very counter-intuitive to make this parameter optional.
This way, DisableInventory() is the same as DisableInventory(false), and actually enables the inventory (again).

My suggestion is to change it to either
1)
[code]DisableInventory(bool value);[/code]
with mandatory parameter, true to disable, false to enable,
or
2)
[code]DisableInventory();
EnableInventory();[/code]
or
3)
[code]DisableInventory(optional bool value);[/code]
where DisableInventory() actually disables the inventory (the provided backwards compatibility might actually be dangerous if people used DisableInventory() to enable the inventory again),
or
4)
[code]DisableInventory(optional bool value);
EnableInventory(optional bool value);[/code]
as a mixture of 3 and 4 (working like 3, with some backwards comaptibility like 4),
or
5)
[code]SetInventoryEnabled(optional bool value);[/code]
where SetInventoryEnabled() enables the inventory. Would mean that everyone had to change her code from older games, but this way it's also not error-prone like options 2, 3 and 4 where only the behaviour of the function would change, but all games created with the current version would compile without a warning.

Same goes for the function DisableVerbCoinGUI.

DisableVerbCoinGUI I think also has another bug (or intended feature I don't fully understand):
If I disable the GUI, the inventory always shows up, no matter if it's enabled or not, and can't be closed.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #94 on: 28 Oct 2011, 06:29 »
As this is a fairly old post, I'm not sure if this will help anyone but I've been struggling with the same issue Haggis mentions re. the 'null pointer' and was just about to re-ask the question when I stumbled upon (what seems to be) the solution:
(I think this is how it works, I'm pretty new to all this stuff)
I had all my 'exit' hotspots set with walk-to points,  as the default walk is 'eNoBlock' and the verbcoin can still be called and it causes problems (or did for me).  By taking out all the walk-to points and using instead a 'player.Walk' command in the room script I can pass 'eBlock' - so that the verbcoin won't be accidentally called before you change rooms.
It seems to work for me.

I hope this makes sense and can be of some help to others who may have a similar problem.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #95 on: 10 Aug 2012, 20:25 »
Hello,

I know, this thread hasn't been in use for quite a while, but I think I'm in the right spot here.

The VerbCoin Template is absolutely great but I have a litte issue with it:
When I set the player character's starting room to a different one than 1, I'm not able to open the inventory item. Right click has no effect then.
Works with all other room as starting room, though.

EDIT: Does NOT work with other rooms than room 1. Sorry.

I'm sure this is a minor issue. Can anybody tell my how to fix it?

Thanks!

EDIT: Seems this thread is out of order, so I moved this post to Beginners' Technical Questions. :)
« Last Edit: 13 Aug 2012, 14:20 by Adrian »

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #96 on: 11 Aug 2012, 17:29 »
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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #97 on: 13 Aug 2012, 14:41 »
So?
The template is included with AGS and has been for long time now.
http://whathaveyoutried.com/

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Re: TEMPLATE: SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+)
« Reply #98 on: 31 Aug 2012, 17:28 »
Just to let you know. There's an isue with this module:

If you change to a room where the ShowPlayerCharacter property in the room property grid is set to false, the inventory item will not show up any more, even if you change back to a room where the property is set ot true.

I avoid the issue by using the player.transparency command instead.