AGS 3.0: Templates to include with AGS

Started by Pumaman, Tue 25/09/2007 23:38:40

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FSi++

Quote from: Rui "Trovatore" Pires on Tue 02/10/2007 08:59:21
If by BaSS people mean left-click-do-right-click-look, maybe these should also be taken into account.

My FastGame template uses that. And it's pretty too. And I can patch it to use Roger, Guybrush, you name it - if necessary. (right now it's Ted McBinky for obvious reasons). It wasn't released before because I am one lazy ass.

http://misendeavour.com/getfile.php?file=fsi-fastgame.agt

ciborium

Quote from: Cinfa on Mon 01/10/2007 12:54:43
I'd like a hardcoded ondoubleclick() event too!

I place another vote for this!


Dualnames

Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Radiant

I realize this is not a template, but I got some enthousiastic messages about the Font Editor in the past few months. Seems people are still using it a lot. It's only 50 kb or thereabouts, so feel free to include it if you think it's helpful.

Dualnames

Quote from: Radiant on Wed 03/10/2007 23:30:11
I realize this is not a template, but I got some enthousiastic messages about the Font Editor in the past few months. Seems people are still using it a lot. It's only 50 kb or thereabouts, so feel free to include it if you think it's helpful.

I'd vote for that. Also some of Akumayos Module.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Pumaman

Quote from: Jim "Dualnames" Span on Wed 03/10/2007 22:26:52
SlideShow Module. Include that.

I don't want to go overboard here and start including modules as well. Templates are important to include in the AGS distribution because they're the first thing that people see when they start the editor. Modules can always be downloaded and added later on.

subspark

I agree there. I'm working on a template CJ. IF I can find a programmer willing to tie some ends on it then I will upload it for everybody.

Cheers fellers,
Paul.

Dualnames

Oh.damn stupid me. I thought it was for modules.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Electroshokker

Quote from: Pumaman on Mon 01/10/2007 20:37:23
QuoteGood idea! If you're interested, you can use my verb-coin module
No ready-to-use template, though. (I encourage all that are interested to make one)

Thanks for the offer. Would anyone have some time to create a ready-to-use version of this template?

Ah what the heck. AGS 3.0's got enough new features and options that could REALLY come in handy for my game anyways. And I gotta learn to use it sometime.

I'll use the old MI3 template graphics and whip up a brand new Scumm Verbcoin Gui Template for use with AGS 3.0

Rui 'Trovatore' Pires

There's a couple of features I think every game should have - speed slider, music volume slider, sound volume slider, speech volume slider (if available), and gamma adjust slider.

It'd be quick and simple enough to edit the "default game" template to add a Control Panel GUI that did all this. I now pose the question, would it be worth it?
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Ghost

Quote from: Rui "Trovatore" Pires on Sun 21/10/2007 09:38:50
I now pose the question, would it be worth it?

The things you suggest are useful to have, especially the gamma slider.  It's some extra effort, but in my eyes, totally worth it.
I am no scripting genius, but was able to create a control panel GUI with all the things you mention; volume sliders, gamma slider, even a 3-slider-set to change the speech font colour. What I consider a hindrance is that it would have to be a pretty generic one, and I wager few people will go the extra mile and customise it...

So, it would be worth having, but it would also mean another generic GUI that baffles newcomers.

Rui 'Trovatore' Pires

#31
Like you said, it's very easy to make, and always a welcome addition - but not everyone bothers to make one, more's the pity. People who want to go an extra mile should have a breeze costumizing it - if I make it simple enough, all they have to do is use graphics and reposition controls. With a couple of commands like "if the game has speech disabled or has no speech pack then disable the Voice slider" it might be just flexible enough. Hopefully, this way it won't baffle anyone ( ;) ) because it's there, at the press of a button (say, F1 and the "About" icon in the default iconbar), and they don't even have to do anything, it'll be there and do its job.

Ok then, I'll take care of it. Volume and gamma sliders, an "about" box and "play load quit save" buttons should be enough. When it's done maybe CJ will use it as the new default one.

While we're at it, I could also add a few debug functions, like moving the character to an X-Y position in a screen, or adding/removing a specific inventory item instead of the whole thing. Think it'd be worth it?

EDIT - There we are, a generic control panel. http://rapidshare.com/files/64115687/Default_Game_2.agt.html
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Pumaman

Quote from: Electroshokker on Sun 21/10/2007 09:34:58
Ah what the heck. AGS 3.0's got enough new features and options that could REALLY come in handy for my game anyways. And I gotta learn to use it sometime.

I'll use the old MI3 template graphics and whip up a brand new Scumm Verbcoin Gui Template for use with AGS 3.0

Thanks!

QuoteEDIT - There we are, a generic control panel. http://rapidshare.com/files/64115687/Default_Game_2.agt.html

Nice work, Rui! If you don't mind I'll make that the new Default Game in AGS 3.

Rui 'Trovatore' Pires

Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Scorpiorus

Nice work with the template!

I think, how feasible would it be to put all the code from game_start into a separate function and just call it from within game_start to keep the event handling function in question clean, similar to how show_inventory_window is used?
I think it would be less confusive for beginners, should they want to add their own code on game_start (maybe a couple of lines) but see there is already plenty of code there.

:)

Rui 'Trovatore' Pires

Sure. Good idea, too. I never think of those things myself... ;) Will correct it now.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Ghost

Looking good. All doubt removed, Rui, go for it.  ;)

Electroshokker

Quote from: Pumaman on Sun 21/10/2007 14:16:18
Quote from: Electroshokker on Sun 21/10/2007 09:34:58
Ah what the heck. AGS 3.0's got enough new features and options that could REALLY come in handy for my game anyways. And I gotta learn to use it sometime.

I'll use the old MI3 template graphics and whip up a brand new Scumm Verbcoin Gui Template for use with AGS 3.0

Thanks!

see http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32745.0

It's done!

Rui 'Trovatore' Pires

Heh, didn't expect so many positive responses for one of those "anyone can do it but no one had thought of it yet" things. ;D

I've done that bit of tidying up, Scorpiorus, but before I upload I'd just like to ask again, this time a bit more seriously (i.e., not hypothetically):

I took the liberty of adding this to on_key_press, at the end:

Code: ags
if (keycode==23 && game.debug_mode) player.PlaceOnWalkableArea; //Ctrl-W, move to walkable area


It's very handy when teleporting around in debugging. So - is there anyone else that might be useful in the default game, without going overboard? F'rinstance, I could script a couple more debug functions that might be useful (if anyone still used GlobalInts, a debug command to get and set them would be a must). But something like scripting a double_click might be too specific and unfitting for the default game.

You know, while we're at it... is the default template ok as is? I've made one change, I can make more...
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Ghost

Quote from: Rui "Trovatore" Pires on Sun 21/10/2007 16:33:09
Heh, didn't expect so many positive responses for one of those "anyone can do it but no one had thought of it yet" things. ;D

Egg of Columbus, for sure. And the Move To Walkable is a good thought.

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