Different Control Methods

Started by rIKmAN, Mon 19/09/2005 20:58:42

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rIKmAN

I have searched the forums and had a good look round but can`t see any reference to a question that I have, so here it is - my first post! (Hello to all ;))

Is there any way to create a new control method, rather than the simple GUI system we are all used to?

For example, no "Verb Panel", but instead Right-Click to change the mouse pointer to an eye, a speech bubble etc etc...
Even better, is it possible within the AGS framework to have a context sensitive mousepointer, which changes when hovered over certain objects.

Also, could you have a seperate inventory screen, or is only the standard MonkeyIsland style inventory possible... (ie. press I or RMB to access an info/inventory screen)

I`m primarily a coder so difficulty doesn`t worry me, I would just like to know the limitations of AGS before I start dabbling.Ã,  I was going to code an adventure from scratch but I figured refine the story etc in something like AGS and if it doesn`t work recode the engine...if it does work - GREAT :D

All I came up with when looking was people customising the standard GUI to look different, but still using the standard SCUMM style system.

thanks in advance, and sorry if this HAS been asked/answered somewhere before, I couldn`t find it!

Ishmael

#1
Hello, and welcome to the board.

AGS can do pretty much everything you can think of, if you have the right bits of code layed out. Just see the sticky Rules thread on this section, and the Technical Archive for a few references and bits of code.
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

rIKmAN

Like I said I couldn`t find anything specific to my question when I searched, but as long as I know it *can* be done (and is not possible through an AGS-imposed limitation) then it`s fine.

My heart just sank when I read that TopDown graphics don`t work due to the hotspot having to be at the characters feet, then 5 minutes more reading and I see there is a new variable Set<blah>.z or something which might help do the trick.

If this works when I check it out later then I`ll be a happy bunny (fond memories of DreamWeb ;))

Can`t remember exactly as trying to each my tea, watch footy and type and read all at the same time, hehe.

Thanks for the quick reply!

strazer

Quote from: rIKmAN on Mon 19/09/2005 21:21:28My heart just sank when I read that TopDown graphics don`t work due to the hotspot having to be at the characters feet, then 5 minutes more reading and I see there is a new variable Set<blah>.z or something which might help do the trick.

Correct. Check out this thread (and the link inside) for inspiration.

Ashen

I might be missing something, but aren't:
Quote
For example, no "Verb Panel", but instead Right-Click to change the mouse pointer to an eye, a speech bubble etc etc...

Also, could you have a seperate inventory screen, or is only the standard MonkeyIsland style inventory possible... (ie. press I or RMB to access an info/inventory screen)

pretty much the standard AGS behaviour?

As has been said, nearly anything is possible in AGS, especially since you're not afraid of a bit of coding. You might want to take a look at this page, which has templates for different interfaces. Might be worth a browse for inspiration, if nothing else.
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