Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: manny.p on Fri 16/05/2003 17:48:49

Title: lucasarts gui why doesn't the...
Post by: manny.p on Fri 16/05/2003 17:48:49
You get a default lucasarts gui in the ags directory. Now everything works but why doesn't the "walk to" lable change? I just want to know if you can make it cahage, and how? Is there anyway you can make the lable like the lucasart style game.

           thnx manny.p
Title: Re:lucasarts gui why doesn't the...
Post by: Scummbuddy on Fri 16/05/2003 18:04:04
are you sure you copied all the correct global scripts to the right places?
Title: Re:lucasarts gui why doesn't the...
Post by: manny.p on Fri 16/05/2003 18:15:18
i got the default one out of the ags drectory, i'm still a begginer, but am willing to learn how to write script if i can correct this, please help  ???
Title: Re:lucasarts gui why doesn't the...
Post by: Scummbuddy on Fri 16/05/2003 18:16:28
You are going to have to post your global script, cause Im pretty sure you missed cut/copy/move of a certain part of your script.
Title: Re:lucasarts gui why doesn't the...
Post by: on Fri 16/05/2003 19:52:38
i couldn't get it to work either, until i read this, but sorted it now..
in AGS editor click on edit global script
so far down the code list you will see..
/*
*/
 
with a load of code between

copy the code from there, the first 2 lines and scroll up to game_start
paste in between the {}
it should look like this:


function game_start() {
 // called when the game starts, before the first room is loaded
 game.items_per_line=4;
 game.num_inv_displayed=8;
}

then do the same with the next lump of code:

function repeatedly_execute() {
 // put anything you want to happen every game cycle here
 string buffer;
 string madetext;
 int cur_mode;
 // Initialize the status line to display the score
 StrCopy (madetext, "");
 // Now, add text depending on the mode
 cur_mode = GetCursorMode();
 if (cur_mode == MODE_WALK)
   StrCat(madetext,"Walk to ");
 else if (cur_mode == MODE_LOOK)
   StrCat (madetext,"Look at ");
 else if (cur_mode == MODE_USE)
   StrCat(madetext,"Interact with ");
 else if (cur_mode == MODE_TALK)
   StrCat(madetext,"Talk to ");
 else if (cur_mode == 5)
   StrCat(madetext,"Pick up ");
 else if (cur_mode == 4) {
   StrCat(madetext,"Use ");
   GetInvName (player.activeinv, buffer);
   StrCat(madetext,buffer);
   StrCat(madetext," with ");
   }
 else if (cur_mode == 8) {
   if (GetGlobalInt(80) == 1) StrCat(madetext,"Close ");
   if (GetGlobalInt(80) == 2) StrCat(madetext,"Give ");
   if (GetGlobalInt(80) == 3) StrCat(madetext,"Open ");
   if (GetGlobalInt(80) == 4) StrCat(madetext,"Push ");
   if (GetGlobalInt(80) == 5) StrCat(madetext,"Pull ");
   }
hope you understand that i'm c**p at explaining stuff, :-\ but the script is already in the global sccript just needs copy and pasting
Title: Re:lucasarts gui why doesn't the...
Post by: manny.p on Sat 17/05/2003 08:54:29
thnx i'll try it out, now there is one more problem, how do you import objects with transparency off, may sound stupid, but i need it off, and my res is 640-480
Title: Re:lucasarts gui why doesn't the...
Post by: manny.p on Sat 17/05/2003 08:58:03
oh yeah, i know i'm a newbie and not to judge, but when it changes, and put it over something example "pickup", then you put it over a "banana", will it say "pickup banana", in the lable or not?
Title: Re:lucasarts gui why doesn't the...
Post by: on Sat 17/05/2003 10:17:31
noone will judge you, they are here to help ;D i'm fairly new at this to, plus you Q's  are sensible and relevant, the only time ppl judge here is if you ask "how can i get 20 people to do my game!" or "where can i steal everyones graphics"
i'm not sure about the "objects with transparency off"
it should say "pickup banana" at the top of the GUI, i can't remember if it did before i altered the script, the blue the text is in is very dark so i could of missed it. ive put a "quit" GUI in mine otherwise i would of pasted the full script for you

good luck with the game
woodz
Title: Re:lucasarts gui why doesn't the...
Post by: Scummbuddy on Sat 17/05/2003 19:46:56
If you want transparency off, set transparent color to pallete index 0.  Then just dont have that color in your picture you are importing.
Title: Re:lucasarts gui why doesn't the...
Post by: manny.p on Sun 18/05/2003 15:16:59
when i set it to pallete 0, it still makes it transparent, and i want that colour in the pic. also which is the best script guide for begginers, and thnx for all the help so far, once i'm more experienced, i'll help people with their problems ;)
Title: Re:lucasarts gui why doesn't the...
Post by: Scummbuddy on Mon 19/05/2003 19:34:49
Then add one more line of pixels to (say) the left side of the picture using some color you dont use, and then use transparency set to upper left most pixel.
Title: Re:lucasarts gui why doesn't the...
Post by: manny.p on Mon 19/05/2003 21:48:07
thnx scummy i'll try it, this is starting to turn out to be a good post for some of the baffling questions, also, which fan game made, has the best lucas arts feel to it, except night of the hermit
Title: Re:lucasarts gui why doesn't the...
Post by: Scummbuddy on Mon 19/05/2003 22:26:17
ask that in the ags talk and chit chat forum.
Title: Re:lucasarts gui why doesn't the...
Post by: manny.p on Tue 20/05/2003 13:10:14
ok I'll get back onto the subject, anyway how do you make a new room without restarting the program? because there is only open, and save not new file, and if you just import a new background, then you'll have to change all the hotspots, walkable area and such, so how do you?
Title: Re:lucasarts gui why doesn't the...
Post by: on Tue 20/05/2003 16:31:50
at the top of the editor screen, click on "file" then "new room" if prompted save the room you have done (assuming thats the first room) as "room1" then when you've done the new one save it as room2
if you look at  room editor it lists the rooms created :D

woodz