Questions about characters and GUIs

Started by , Thu 28/04/2005 02:55:06

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Boojie

I have two newbie questions...

1. I feel like I'm missing something obvious, but I can't for the life of me figure out how to create a default stance for a character (i.e., when they stop walking they assume Ã, this position). I can get close by putting that stance as the first frame of the loop but then it becomes part of the animation (he does a full walk, then stops for one frame on the normal non-walking stance that I put there, and then he walks again for a full loop and so forth).

2. If I try to tweak the color, etc. of the inventory GUI it makes no difference. I've made it blue in the editor but when I test the game it's still the default gray one.

Help anyone?

Scummbuddy

yes, you are to use the first frame of the walking animations for their stop stance.

from the manual: Normal view - sets which view is used for the normal walking animation of the character. The view specified here must have 4 or 8 loops, and the first frame of each loop is the standing still frame.

It shouldn't be including the walk frame within the walking view.

2) Are we talking about a user made inventory? You can't really tweak the default inventory GUI.
- 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

Boojie

You really can't tweak the default inventory GUI? Odd, since I'm able to tweak the default iconbar GUI. And if I'm able to tweak it in the editor shouldn't it take effect in the actual game?

Creating a whole new GUI seems like a lot of work to make the thing blue, but I guess that's my only choice

*gets to work*

Gilbert

Well the default inventory interface is a left-over material from the old AC-era, and it's not configurable, if you're more serious in your game, you can always create your own GUI, or find some pre-made GUI templates people created.

Ashen

Any other time, I'd say search the forums, but the Search function's down so ...
You have to change the global script to use the INVENTORY GUI, the one you've edited, as opposed to the in-build, un-tweakable one.
Open the GlobalScript (from the 'Script' menu, or Ctrl-G) and find show_inventory_window. It's near the top, and looks like this:
Code: ags

function show_inventory_window () {
  // This demonstrates both types of inventory window - the first part is how to
  // show the built-in inventory window, the second part uses the custom one.
  // Un-comment one section or the other below.
  
  // ** DEFAULT INVENTORY WINDOW
  InventoryScreen();
/*  
  // ** CUSTOM INVENTORY WINDOW
  GUIOn (INVENTORY);  
  // switch to the Use cursor (to select items with)
  SetCursorMode (MODE_USE);
  // But, override the appearance to look like the arrow
  SetMouseCursor (6);
*/
}


Change it to this:
Code: ags

function show_inventory_window () {
  GUIOn (INVENTORY);  
  // switch to the Use cursor (to select items with)
  SetCursorMode (MODE_USE);
  // But, override the appearance to look like the arrow
  SetMouseCursor (6);
}


You should now get your blue GUI in game.
I know what you're thinking ... Don't think that.

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