Demo game GUI

Started by jetxl, Fri 28/05/2004 18:23:51

Previous topic - Next topic

jetxl

The demo game gui shows a picture of the active inventory item, but the defauld gui does not. The picture is also zoomed at the right size.
Whem I look through the source, I can't see how this was done. Have I overlooked something? ???

Scorpiorus

Yeah, it's not the script code but a feature built-in AGS GUI. Let me quote the manual:

"You can also have the current inventory item displayed in its own button on the icon bar by creating a button on the GUI and setting its text to (INV) which stretches the item picture to the button size, or (INVNS) which draws the inventory item picture straight onto the button with no resizing. Finally, (INVSHR) , probably the best option, will draw it at actual size if it will fit, or shrink it if not."

jetxl

THANK YOU.
You have no idea how long I stared at gobal script.
You earned yourself a place in the credits!

Scorpiorus

Hehe, thanks. But really I don't deserve to be credited just for quoting the manual. I know that (INV) stuff is rather well concealed among other paragraphed inventory tips but still... :)
I remember it because I was too confused by it one day in the past.

Mr Flibble

Scorpius confused?
*shudder*

Ah! There is no emoticon for what I'm feeling!

Scorpiorus

Heh yeah, that time, when I had installed AGS a couple of days before I was fiddling with the engine trying to look through the features and capabilities it has. I noticed how an inventory item is displayed on a button but stuck at understanding of how it was accomplished. Like jetxl, I browsed through the scripts and of course found nothing. Looking in the manual (it was a plain text file by that time) for GUI buttons gave no solution. Eventually, I reread the inventory part and found what I was after. :)

SMF spam blocked by CleanTalk