SCUMM templates - UPDATED 4-8-04

Started by Proskrito, Fri 13/06/2003 22:38:08

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Proskrito

#80
the SCUMM templates were giving strange bugs that i couldnt find, and since i started making the templates AGS has been improved (and i have improved my AGS skills ; D ), so i thought it was time for a revision.
Here is the new MI2 and FOA templates for testing, i hope them to be less buggy and all that:

http://usuarios.lycos.es/golfapagina/templates/

read the documentation for changes and stuff.
(hopefully DOTT one will be done soon)

Any comments or errors and such, or if you want to upgrade from an old template and dont know exactly how, please tell me : )

I hope somebody find it useful! : )

EDIT: Updated MI2 and added FOA

Sum_Dood2003

??? I have played games like Pirate Fry 3 and Cirque de Zale, and now really want to use one of your SCUMM templates, but i don't know how to use .rar files. please help ???

Proskrito

rar is a compression format, like zip. you can download winrar here: http://www.rarlabs.com/download.htm and extract the files : )

Sum_Dood2003


BlackMan890

 :o it's 16bit color
:'(

I am creating a game in 256 col so i can't use your template :(
I am forced to create my own template ofcourse it is going to be HELL tough anyway i can maybe use some of your code, anyway, thanks for all the hard work
Jonatan Nilsson
860 Iceland

Please go to www.simnet.is/elinnils52 and download my non ags/adventure game :)

Privateer Puddin'

Can you not just reimport all the graphics?

BlackMan890

Quote from: Privateer Puddin' on Sat 14/08/2004 19:23:05
Can you not just reimport all the graphics?

You mean i reimport all of the graphics with palette??

that could be possible
Jonatan Nilsson
860 Iceland

Please go to www.simnet.is/elinnils52 and download my non ags/adventure game :)

wackojacko

Hey Proskrito,

I used the new MI2 template and I really think it's great except for one thing. If I use this command for a character:

function character3_a() {
  // script for character3: Talk to character
if (Go()==1) //Start going to the object and if the player
   {      // does not abort do the following:
   AnimateCharacter(PIRATE, 0, 10, 1);
//Show pick up animation
   AddInventory(2); //add item #
   RunDialog(1);
   }
}

The hero will start walking to the character ad if I KEEP MY CURSOR on the character it will Animate and run a dialog. BUT if I do this and the hero starts walking towards the character and I MOVE MY CURSOR TO SOMETHING ELSE, nothing happens when the hero gets to the character!
I also had the same problem with something else, but I don't remember it anymore. Do you know what's the problem?
(I really like your template!  ;D)

Tim
http://tim.vd.hoeven.free.fr
Check my new comic! Dutch people only...

ge_1

hi!

i wanted to use 640x480 with your FOA-Template, but I found a big problem:

when I try to move the inventory window in MAINGUI down or I move the whole GUI down, the scroll-buttons of the inventory don't work anymore. Are there any resolutions for this problem or do I have to use 320x200??

BlackMan890

Proskrito, could you pm me to give me all the sprite so i can save it in 255 col? please
Jonatan Nilsson
860 Iceland

Please go to www.simnet.is/elinnils52 and download my non ags/adventure game :)

Proskrito

#90
i dont have them, but you can extract them from the template (right click on sprite->extract sprite to file, or, right click on sprite-> copy sprite to clipboard, then paste it in you graphics program)

monkey0506

Holy crap Proskrito... Do you have any clue how much this makes me want to shoot myself in the foot? Or the face? I'm not making a GUI to compete with you, but yours is way better than mine. Time to start rescripting again. ARG! The more I look, the more I see that is good. I can still think of some things you don't have that I want/need (but aren't really that important). Well, with school and stuff I'm pretty busy but as soon as I get my inventory worked out, I'm going to start learning AGS more better than I know it now. Well, I know AGS well enough to do simple stuff, but this kind of GUI ain't simple...

Bernie

It's not really as hard as you may think, you just need to get the logic worked out.

I'm not very experienced with AGS at all, but still managed to code a GUI with the following features which, I think, are the most important things about the Lucas Arts GUI:

-Cancelable commands (clicking somewhere else to abort)
-Rightclick triggering a certain action

For cancelable commands, you'll have to:

1. store the desired location (coulf be retrieved from properties)
2. store the 'clicked at' position using mouse.x and mouse.y
3. store the action that will be executed when the player reaches the destination
4. compare the position of the character to the stored destination in repeatedly execute
5. do a processclick using the stored 'clicked at' position

Additionally, you could use another property value to make the character face a certain direction upon arrival at the destination.

Also, remember to take the view offsets into account for scrolling rooms.

For rightclicks to trigger actions, you could just use properties. Compare to the property of each location in your script when rightclicking, and trigger the action depending on that property value.

That's what it boils down to, at least. Not sure if this helps you as I've been quite vague here.Ã,  Ã, :-[

BlackMan890

#93
monkey0506, if you want to make a good GUI  template, then i would suggest you to make a RPG template that would Rock for many people here

oh Proskrito, when i use your mi2 GUI i notice that there is a restart GUI, but how do i call that?
Jonatan Nilsson
860 Iceland

Please go to www.simnet.is/elinnils52 and download my non ags/adventure game :)

wackojacko

http://tim.vd.hoeven.free.fr
Check my new comic! Dutch people only...

Scummbuddy

going along with restarting, proskrito, did you code something that would cause this. I was originally going to post it as a possible bug for CJ, but I'd like to run it by you first.



Are you sure the "SetRestartPoint();" is still working? I'm using proskritos newest FOA template , but after checking the code, I don't believe that that is causing the problem. First I put it in my first rooms' before fadein interactions, and that didn't work,so I put it in after fade in interactions. I have now tried "repeatedly execute" and that didnt work. both times when it was 'before fadein' and 'after fade in' the "SetRestartPoint();" was not within a cutscene marker, but for some reason, within playing the game, you are brought to when your playable character is first playable.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

Proskrito

mmm i dont think the template has anything to do with that, the only restart code is RestartGame(); when you press Y while in the restart GUI.
I know nothing about SetRestartPoint(), though.

Scummbuddy

alright, thats cool. ill just repost the possible bug report where cj will see it. thanks!
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

Scummbuddy

Hey, Proskrito, do you think you could do an updated version of your templates, bringing them up to date with the most recent released version?

I'm still getting some random problems, like when I run the DOTT template, it works up until i try and move a character from their starting position around the screen. I get this:

-------------
(ACI version 2.62.756)

Error: run_text_script1: error -1 (Runtime error: wrong number of parameters to exported function 'unhandled_event') running function 'unhandled_event'
---------------

Thanks again.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

Mats Berglinn

You're not alone on that Scummbuddy. That happens for me too.

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