Author Topic: TEMPLATE: Tumbleweed Verbs 1.0 Last update: 13th June 2018  (Read 3660 times)

abstauber

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Good news everyone.

This is the long overdue overhaul of the classic 9 Verbs template:
Tumbleweed Verbs!

The new awesome features are:

Thimbleweed(tm) mode


A new save&load system


...while offering the classic SCUMM experience


And it still speaks your local language... sort of ;)


Even more features:
* All new graphics
* Running with a double click
* Player follows the cursor while running (if the mouse button is pressed)
* complete code cleanup: all functions are in structs.
* convenient upgrade: the old 9Verb MI-Style commands still work (once you uncomment them)
* FREE! :)

Code
https://github.com/dkrey/ags_tumbleweed

Download
(all files compiled with AGS 3.4.1 Patch2)

Here is the template:
http://shatten.sonores.de/wp-content/uploads/2018/06/tumbleweed_1.0.zip

The documentation is included with the template and also available as a .chm file here:
http://shatten.sonores.de/wp-content/uploads/2017/05/tumbeweed_doc.zip
« Last Edit: 13 Jun 2018, 10:41 by abstauber »

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Re: Tumbleweed Verbs (Beta!)
« Reply #1 on: 29 Apr 2017, 16:27 »
Great!!!. It's really useful . Nice job!!

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Re: Tumbleweed Verbs (Beta!)
« Reply #2 on: 30 Apr 2017, 11:51 »
nice! Can you integrate this into the normal LA template?

CaptainD

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Re: Tumbleweed Verbs (Beta!)
« Reply #3 on: 30 Apr 2017, 12:40 »
This looks great!  Thanks for all the hard work that's going into it.

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Re: Tumbleweed Verbs (Beta!)
« Reply #4 on: 30 Apr 2017, 19:20 »
Forgive my ignorance but what is the "Thimbleweed mode"?

It looks the same to me.

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Re: Tumbleweed Verbs (Beta!)
« Reply #5 on: 30 Apr 2017, 19:39 »
It just means the verb and hotspot name follow the mouse cursor instead of showing up in a dedicated "action bar"

abstauber

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Re: Tumbleweed Verbs (Beta!)
« Reply #6 on: 30 Apr 2017, 21:14 »
@Calin & Snarky:
It is a tad more than just a label following the mouse cursor, although it is true that it isn't actually visible on the screenshot.
The "action label" also show the default action for the location and switches to the chosen action upon mouse click.
It stays that way until:
- you cancel the action
- the action is executed and done
- you move the mouse away from the location

The SCUMM mode always displays the chosen action until you click something or the action is done. It is a bit hard to explain - just try it and you will see ;)

@Selmiak: Do you have a particular feature in mind?
As long as the "normal" template is being used, I will maintain it. But the purpose of this template is to replace the older one.
I might integrate the running stuff in the 9Verbs MI-Style template at some point. Done

@CaptainD & Mehrdad: Thanks :)
« Last Edit: 04 May 2017, 16:03 by abstauber »

Re: Tumbleweed Verbs (Beta!)
« Reply #7 on: 30 Apr 2017, 22:00 »
Rounds of applause abstauber! This looks great!
"We do not stop playing because we grow old, we grow old because we stop playing."

Danvzare

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Re: Tumbleweed Verbs (Beta!)
« Reply #8 on: 01 May 2017, 15:57 »
Awesome, who knew Thimbleweed Park would have spurred abstauber to update this old template so much. :-D

abstauber

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Re: Tumbleweed Verbs (Beta!)
« Reply #9 on: 03 May 2017, 10:49 »
A question for you native speakers:

How should the label for the GUI style be called? (It is a slider where you switch between classic SCUMM mode and the 'modern' thimbleweed mode.

Currently it is slider called GUI style with the options classic and modern
In German I called the slider 'Bedienung' which can be translated to Mode of operation.

But how could it be called in English? 'GUI style' sounds a bit too technical.

CaptainD

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Re: Tumbleweed Verbs (Beta!)
« Reply #10 on: 03 May 2017, 11:28 »
Hmm... I think "Layout" or possibly just "Style" would be reasonable words to use.  I'd probably favour "Layout" myself.

abstauber

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Re: Tumbleweed Verbs (Beta!)
« Reply #11 on: 04 May 2017, 10:25 »
Alright, thanks! I'll stick with layout then.

Btw. I've uploaded a new beta. For better testing the second room is now scrolling.
Thanks to arj0n, we have a new translation: dutch.
Also thanks to Bicilotti, Monsieur Ouxx and Cireja for helping me with the existing translation.
« Last Edit: 04 May 2017, 16:02 by abstauber »

abstauber

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Re: Tumbleweed Verbs (Beta!) Last update: 4th May 2017
« Reply #12 on: 09 May 2017, 13:33 »
Here's a new beta and I finally managed to create a repository for this template.

Changes:
The "cog" button is now on the same GUI as the action label.
Slight changes to what happens if you "talk to" nothing.
Code cleanup and small bugfixes

Did actually anyone already give this a go?


abstauber

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Re: Tumbleweed Verbs (Beta!) Last update: 10th May 2017
« Reply #13 on: 10 May 2017, 13:08 »
Lo and behold, I received a bug report :-D
Beta4 is up. The running mode now waits for certain distance between player character and cursor. Also the running isn't blocking anymore.

edit: We have reached Beta5. You can now "run" on hotspots with an exit extention to change rooms.
« Last Edit: 11 May 2017, 14:50 by abstauber »

abstauber

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I finally managed to update the documentation and I also added a new chapter about the changes and differences to the 9verbs MI-style template.
I guess waiting for further bug reports at this point might be a bit useless, so I call this a release candidate :P

this looks awesome abstauber!

noob question:
how do i go about updating my game from the 9-verb template? i can't seem to figure out how i can import this template into my existing game:D
i already have custom UI graphics, colors, fonts etc. in place. i suppose this is going to be a bit of a pain? :-\

p.s. i noticed in both your templates, when you look at something you can click the mouse to skip a line of text. however in lucasarts games when you look at stuff you can still move while the text keeps displaying. i feel this really helps the "flow" of the gameplay. would it be possible to achieve this in AGS as well?
« Last Edit: 26 May 2017, 13:40 by daniel »

abstauber

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Quote
how do i go about updating my game from the 9-verb template?
Currently both templates share the same features, except the save/load handling. You can export the save/load GUIs from the template and import them to your game. Also you need to export the optiongui module.
Actually migrating your game completely from one template to another might indeed be quite a pain ;) I'd rather say: create a new game from Tumbleweed template and import your rooms into it. Afterwards apply your other changes, fonts colors and graphics.

Quote
however in lucasarts games when you look at stuff you can still move while the text keeps displaying
Unfortunately displaying speech is usually blocking in AGS. You could use BackgroundSpeech, but that way you would loose the talking animations with "lucas style speech".

thanks abstauber,

i guess i'll just continue with the "old" template for now and maybe migrate at a later point...
actually the one thing that i like most from the new template is that the action/info is displayed over the cursor instead of an action bar.
is this possible in the 9-verb template somehow?

abstauber

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Sure, that is actually not a big deal. First you need to resize the gAction GUI to your game's screen resolution (eg 320x200)
Now you need to copy over this adjusted  AdjustActionBarPosition function to your template and make sure it is called in repeatedly_execute_always

Code: Adventure Game Studio
  1. void AdjustActionBarPosition()
  2. {
  3.   int actionLabelWidth = GetTextWidth(ActionLine.Text, eFontTextOut) + 4;
  4.   int actionLabelHalf = actionLabelWidth / 2;
  5.   int xpos = mouse.x - actionLabelHalf ;
  6.   int ypos = mouse.y - Game.SpriteHeight[mouse.GetModeGraphic(mouse.Mode)] - 4;
  7.  
  8.   if (xpos + actionLabelWidth >= System.ScreenWidth) xpos = System.ScreenWidth - actionLabelWidth;
  9.   else if (xpos < 0) xpos = 0;
  10.  
  11.   if (ypos < 0 ) ypos = 0;
  12.  
  13.   ActionLine.X = xpos;
  14.   ActionLine.Y = ypos;
  15.   ActionLine.Width = actionLabelWidth;
  16. }
  17.  

Hi Abstauber!

Is it possible to use your save/load GUI (with screenshot/date/hour mode) on other templates?
I'd like to use it in a game I'm currently developing!

abstauber

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Hi,
as long as you know your ways around AGS, it should not be too hard. The whole GUI stuff is already pretty much modulized.
You need to export the optiongui module from the template, as well as the GUIs: gSave, gSaveConfirm, gLoad (and optionally gOptions).

In gOptions you might want to remove the Layout slider and the code behind it, since this is the only(?) template specific thing in this module.

Hi,
as long as you know your ways around AGS, it should not be too hard. The whole GUI stuff is already pretty much modulized.
You need to export the optiongui module from the template, as well as the GUIs: gSave, gSaveConfirm, gLoad (and optionally gOptions).

In gOptions you might want to remove the Layout slider and the code behind it, since this is the only(?) template specific thing in this module.

Thank you very much!:-D
I'm at my first game and I'm currently Learning Scripting but I'm confident to be able to do it (nod)

Hi Abstauber!

I tried to import the module but my AGS version is slightly older than the one you used for the module... so the importing failed
do you know if is it possible to use it in another way?

Sure, that is actually not a big deal. First you need to resize the gAction GUI to your game's screen resolution (eg 320x200)
Now you need to copy over this adjusted  AdjustActionBarPosition function to your template and make sure it is called in repeatedly_execute_always

Code: Adventure Game Studio
  1. void AdjustActionBarPosition()
  2. {
  3.   int actionLabelWidth = GetTextWidth(ActionLine.Text, eFontTextOut) + 4;
  4.   int actionLabelHalf = actionLabelWidth / 2;
  5.   int xpos = mouse.x - actionLabelHalf ;
  6.   int ypos = mouse.y - Game.SpriteHeight[mouse.GetModeGraphic(mouse.Mode)] - 4;
  7.  
  8.   if (xpos + actionLabelWidth >= System.ScreenWidth) xpos = System.ScreenWidth - actionLabelWidth;
  9.   else if (xpos < 0) xpos = 0;
  10.  
  11.   if (ypos < 0 ) ypos = 0;
  12.  
  13.   ActionLine.X = xpos;
  14.   ActionLine.Y = ypos;
  15.   ActionLine.Width = actionLabelWidth;
  16. }
  17.  


This is perfect! Thank you. But is it possible to hide the actionline when starting an action, in an easy way?
"Talk to character" for example is still on the screen (highlighted) when the dialog goes on. And sometimes those texts even overlap each other.

Thank you!

Monsieur OUXX

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helping me with the existing translation.

Watch out you made a copy&paste mistake in the French screenshot : It's not "ourvrir", it's supposed to be "ouvrir".

Question : apart from the new copy&save, are there any other improvements? We've just finished integrating the 9verb into the "custom save with screenshots" and bam, just at the same time you release it packaged. So I'm thinking if it's worth integrating again.
« Last Edit: 19 Apr 2018, 10:05 by Monsieur OUXX »
 

abstauber

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@zurik I'll have a look tomorrow

@Monsieur Ouxx
Hehe, thanks for the hint. I'll update the graphics in the future. How comes that you stumble upon this template almost exactly a year after it's release? (laugh)
Quote
We've just finished integrating the 9verb into the "custom save with screenshots" and bam, just at the same time you release it packaged.
Did I release something recently?

The main additions are double click running and the new save gui. And of course the whole code reorganizing and refactoring stuff, but technically these aren't features ;)
« Last Edit: 19 Apr 2018, 20:58 by abstauber »

abstauber

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@zurik
I think the trick was to set the action label to an empty string after an action was executed or the GUI gets disabled. The GUI gets disabled once a dialog starts, so we use this effect.

This is from the tumbleweed script, so there's a bit work left to adapt it to the 9verb GUI variable and function names.

Code: Adventure Game Studio
  1. function repeatedly_execute_always() {
  2.  
  3.  
  4.   if (!IsGamePaused() && !Verbs.IsGuiDisabled()) {
  5.  
  6.     // Update Actionbar
  7.     if (classicGui == false) {
  8.       Verbs.CheckDefaultAction();
  9.  
  10.       // Update Actionbar after command is executed
  11.       if (location_clicked != null && location_clicked.Length > 0) {
  12.         if (location_clicked.IndexOf(">") > 0) temp_location = location_clicked.Truncate(location_clicked.IndexOf(">"));
  13.         else temp_location = location_clicked;
  14.       }
  15.       else temp_location = "";
  16.  
  17.       if (IsInterfaceEnabled() || temp_location != location || location == "") {
  18.         Verbs.UpdateActionBar();
  19.         location_clicked = "";
  20.       }
  21.       Verbs.AdjustActionBarPosition();
  22.     }
  23.     // Doubleclick Timer
  24.     if (dc_timer_run == true)
  25.     {
  26.       if (disableDoubleclick) {
  27.         dc_timer_run = false;
  28.       }
  29.       else {
  30.         dc_timer_click++;
  31.         if (dc_timer_click >= dc_speed){
  32.           dc_timer_click = 0;
  33.           dc_timer_run = false;
  34.         }
  35.       }
  36.     }
  37.   }
  38. }
  39.  
  40.  

Monsieur OUXX

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The main additions are double click running and the new save gui. And of course the whole code reorganizing and refactoring stuff, but technically these aren't features ;)

So basically it does exactly what our template does. Even the running. I'm gutted. Proof I should visit the forums more often ;)
 

Hi Abstauber!

First of all, love the new Verbs, great design.

I'm having some trouble with the doors. I set up the doors as I learned and the Anyclick works. Problem is this: in my new game I will have more than one playable characters, the user can switch anytime he wants. So, what I want to get working is this: If a Character on one side of a door opens the doors(but steps not trough it), then it should also be open in the next room, even if an other characzer approaches it from the other side, right?
I put the Getdoorstate in room_load on both sides, trying to always update the door state. Ot works for going trough the door, but it doesn't change the corrsponding object. Hence:
You will step trough an open bit displayed closed, door.
Well this is how I set doors up:

Code: Adventure Game Studio
  1. Room_First_Load {  
  2. //Set up a doors with ID 20 and set it to unlocked but closed
  3.  
  4. Doors.Initobject (20, oDoor.ID);
  5.  Doors.Setdoorstate (20, 0);
  6. }
  7.  
  8. Room_Load{
  9.  //check if door is closed or open
  10. Doors.Getdoorstate (20);
  11. }
  12.  
  13.  
Code: Adventure Game Studio
  1. Room_First_Load {  
  2. //Set up a doors with ID 20 and set it to open
  3.  
  4. Doors.Initobject (20, oDoor.ID);
  5.  Doors.Setdoorstate (20, 1);
  6. }
  7.  
  8.  
  9. Room_Load{
  10.  //check if door is closed or open
  11. Doors.Getdoorstate (20);
  12. }
  13.  

abstauber

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Hi and thanks for the kind words.

Without testing it I'd say you need to init the door object every time the room loads.
GetDoorState just return the state of the door, but doesn't apply it. InitObject does both: it get the state and modifies the object if needed.

Code: Adventure Game Studio
  1. Room_First_Load {  
  2. //Set up a doors with ID 20 and set it to open
  3.  Doors.Setdoorstate (20, 1);
  4. }
  5.  
  6.  
  7. Room_Load{
  8.  //check if door is closed or open
  9. Doors.InitObject (20, oDoor.ID);
  10. }
  11.  

EDIT: Doors work now! I'am so happy!

Thanks! I'll try this evening and let you know :)
Oh, I also had another bug regarding the safe-system. I have to recreate it in the evening because I'm at work now, but I would describe it like this:
If I open the Menu via the GUI Button I can safe and load without problem. But If I open the Menu via F5 and safe I get an error. As I said I have to recreate it, but I recall it pointed to the part of the script where you added a comment saying "workaround for taking a screenshot without the menu-gui".

I tried with both compiled game and the testeun with AGS open.


EDIT: The Error Reads "Error running function 'repeatedly_excecute'": Error: Null String referenced

and it refers to the line 402 of the optiongui.asc

Code: Adventure Game Studio
  1. if (save_scheduled) {
  2.     SaveGameSlot(saveSlotId, saveSlotString);
  3.     saveSlotId = 0;
  4.     saveSlotString = "";      
  5.     save_scheduled = false;
  6.   }
  7.  
« Last Edit: 24 Apr 2018, 15:04 by Loslem »

abstauber

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A good thing, that I called this a release candidate ;)

Here's your bugfix.

In globalscript.asc at line 25 edit your code like this:
Code: Adventure Game Studio
  1.   if (keycode == eKeyF5) {
  2.     //gOptions.Visible=true; // F5 - OPTIONS
  3.     Verbs.UpdateActionBar();
  4.     OptionGui.ShowOptions();
  5.   }
  6.  
That fixed the issue for me.

Hi it's me again, back to bother you! :D

Say: It's super convienient to set Door Hotspots with the extension >o, so that right click right opens them. Problem: if you click right again you always get the door string for the open door.
Is there a way to implement that the door is closed again with a right click?

EDIT: Sorry I found it on site 14 of your Verbs Manual. Good write!
« Last Edit: 12 Jun 2018, 22:16 by Loslem »

abstauber

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Great that you've sorted it out.

And since we're at it, I've added the fixes to Github and updated the template.
So after over a year in RC state, I now proudly call it 1.0 :-D