Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: Lt. Smash on Mon 05/03/2007 14:37:28

Title: Some SUGGESTIONS
Post by: Lt. Smash on Mon 05/03/2007 14:37:28
I've listed some suggestions, which I will probably need in my adventure:


Hope that some of these could be implemented in a newer version of ags.
Title: Re: Some SUGGESTIONS
Post by: Ashen on Mon 05/03/2007 15:05:54
The fourth one is already possible. Just set the 'Skip speech' option to 'Keypress only', and use:
Quote from: The Manual
game.skip_speech_specific_key
Default 0. You can set it to a keycode, in which case only that key can skip speech text.

Not sure if you can use '.' - since as you say it's not on the ASCII list - but you could give it a go, and any supported key should be OK.

The first and third (Dialog option colour and RepeatStyle parameter for IsKeyPressed) are, IMO, easy enough to code round for the times they'd be needed that it shouldn't be a major priority to include them as default. That said, I think the whole Dialog system is meant to be due a change in a couple of versions time (unless I imagined reading that?), so maybe it'll be added then.
Title: Re: Some SUGGESTIONS
Post by: Gilbert on Mon 05/03/2007 15:06:59
Not quite sure, but I think if you a text window GUI for dialogs, you can change its foreground colour for the colour of the text.

[li]Add codes for "+", "-", ".", "," to the ASCII code table.[/li]
If you use on_key_press(), just use their ASCII codes:
'+' - 43
'-' - 45
',' - 44
'.' - 46
(For IsKeyPressed(), '+' and '-' worked but not ',' and '.' though)

[li]Add a new parameter to the IsKeyPressed function(IsKeyPressed(int keycode, optional RepeatStyle) or make a new function(IsKeyDown(int keycode)).
RepeatStyle lets you set that the whole script after IsKeyPressed will be either run once or always(repeat).
[/li]
I'm quite sure this can be done with scripting.

[li]Add a function to set a key which skips the speech of the character which is currently talking.
[/li]
Check the game.skip_speech_specific_key global variable.
[/list]

Edit:Ashen beated me to that, but anyway, most of your suggestions are possible already.
Title: Re: Some SUGGESTIONS
Post by: Ashen on Mon 05/03/2007 15:13:12
Quote from: Gilbot V7000a on Mon 05/03/2007 15:06:59
Not quite sure, but I think if you a text window GUI for dialogs, you can change its foreground colour for the colour of the text.

I think that changes the highlight colour for the options, but not the standard colour (which is based in the player's speech colour) - switching to a 'dummy' player Character during Dialogs would work, if that's what you're after. A little extra work, sure, but not a great deal.
Title: Re: Some SUGGESTIONS
Post by: Lt. Smash on Mon 05/03/2007 15:33:03
Thanks for the quick answer!

Quote
QuoteAdd a new parameter to the IsKeyPressed function(IsKeyPressed(int keycode, optional RepeatStyle) or make a new function(IsKeyDown(int keycode)).
RepeatStyle lets you set that the whole script after IsKeyPressed will be either run once or always(repeat).
I'm quite sure this can be done with scripting.

I think it would be better if it's included because there are some times where it's very hard to code.(and sometimes where it's almost impossible)
I have a fight engine and when I press the 9 key(numeric pad) he should only punch one time and not always. Maybe you know how to rewrite the script. I use this: http://www.lumpcity.co.uk/~skimbleshanks/misc/BoxScript.rtf

But I think it would be better if the function is included.
Title: Re: Some SUGGESTIONS
Post by: Gilbert on Mon 05/03/2007 16:12:19
But remember, it's an adventure game engine, I think this feature is not required by most games. If you're going to make a complex game you should be able to do advanced scriptings anyway.