Author Topic: MODULE: Hint Highlighting  (Read 746 times)

artium

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MODULE: Hint Highlighting
« on: 15 Sep 2018, 20:48 »


Did you ever play an adventure game and got frustrated by not being able to find the next clue of a puzzle?

You try every item and click on every location, but there is no success...

So you open the walk-through and what is written there disappoints you.

It turns out that it was not something clever that you missed, but you did not notice that little pixel sized, not so outstanding, brick at the corner of the screen.

No more frustration for you players!

As part of learning to work with AGS, I developed a module that allows displaying hints.

After the easy integration (simply download and add it into your game), pressing an "SPACE" key (actually this is configurable) will highlight all the enabled hotspots/characters/objects on the screen.



It has several other configurable options that are explained in the "asc" file. Of course you can modify it as you wish, for example making the highlight visual style fit you game's theme.

If you find bugs or have suggestions or improvement requests, feel free to write me :)
« Last Edit: 23 Nov 2018, 21:29 by artium »

Danvzare

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Re: MODULE: Hint Highlighting
« Reply #1 on: 16 Sep 2018, 15:20 »
I remember something like this called "ShowInteractiveAreas" by Billbis.
I wonder how yours differs though, and which is better. :-D

VampireWombat

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Re: MODULE: Hint Highlighting
« Reply #2 on: 16 Sep 2018, 15:26 »
I just checked and confirmed that something similar is part of the Extended ALARCOST template. But that makes green dots over the hotspots.
Dunno if I'd say any of them is better. Just slightly different.

Danvzare

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Re: MODULE: Hint Highlighting
« Reply #3 on: 16 Sep 2018, 17:48 »
I've been messing about with your new module, and I've improved it a tiny bit. Firstly by drastically increasing the speed in which it calculates everything, although now a hotspot has to be at least 2x2 to be detected. Secondly, by making the various rectangles more identifiable from each other.

Here's my version of your module, incase you want to incorporate any of those changes: LINK.
I don't know how to use GitHub, hence why I'm putting it here.

A few things to note though, that you need to improve on your module yourself.
Firstly, it only points out hotspots. What about objects and characters?
Secondly, you really need to make it pause the game when it's being used, because if you hold in the H key while walking in a scrolling room, the drawn rectangles follow the screen.
Thirdly, consider changing the default key to the spacebar, since that's usually what most games set this kind of hint thing to.

artium

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Re: MODULE: Hint Highlighting
« Reply #4 on: 17 Sep 2018, 21:45 »
I was not aware that there is already a module doing this. We have mostly the same functionality but there small differences I can see. It is not really important because this is a project for helping me learn AGS.

Firstly by drastically increasing the speed in which it calculates everything, although now a hotspot has to be at least 2x2 to be detected.

Great idea. Requiring the hotspots to be at least 2x2 is reasonable.
Nevertheless, currently, the overlay is calculated only when a button is pressed, not every cycle and even not while it is held. Therefore there is little requirement for speedup.

Secondly, by making the various rectangles more identifiable from each other.

This is a great addition as well!

Quote
I don't know how to use GitHub, hence why I'm putting it here.

I really loved your changes and want to incorporate them. But maybe this is an opportunity for you to learn git, and to make a name for yourself in somebody's else repository. I can send you a link to an interactive git tutorial and to guide how to work with github. PM me if you are interested.

Quote
Firstly, it only points out hotspots. What about objects and characters?

That is on my TODO list.

Quote
Secondly, you really need to make it pause the game when it's being used, because if you hold in the H key while walking in a scrolling room, the drawn rectangles follow the screen.

Agree, I will add it.

Quote
Thirdly, consider changing the default key to the spacebar, since that's usually what most games set this kind of hint thing to.

Agree a well.

Monsieur OUXX

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Re: MODULE: Hint Highlighting
« Reply #5 on: 19 Sep 2018, 10:54 »
did you host your source code online, on github or similar? It would be nice to always adopt that practice nowadays.
 

artium

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Re: MODULE: Hint Highlighting
« Reply #6 on: 19 Sep 2018, 19:02 »
did you host your source code online, on github or similar? It would be nice to always adopt that practice nowadays.

Yes I did. It is hosted on Github: https://github.com/alkhimey/HintsHighlight

Monsieur OUXX

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Re: MODULE: Hint Highlighting
« Reply #7 on: 20 Sep 2018, 09:24 »
It is hosted on Github: https://github.com/alkhimey/HintsHighlight

EXCELLENT!


EDIT : Was- Was the github address at the top of the first post the whole time? :X
 

Crimson Wizard

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Re: MODULE: Hint Highlighting
« Reply #8 on: 20 Sep 2018, 10:13 »
EDIT : Was- Was the github address at the top of the first post the whole time? :X

Yes...

artium

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Re: MODULE: Hint Highlighting
« Reply #9 on: 23 Nov 2018, 21:33 »
Updates to the module are available:
  •     Randomized border color. (thanks to Danvzare )
  •     Sped up calculation time by only checking every other pixel for a hotspot. (thanks to Danvzare )
  •     Addition of border padding.
  •     Addition of hints for objects and characters.
  •     Improved README.

Additionaly, it is possible now to download an scm file.