Verbcoin template/A.S.S template

Started by stepsoversnails, Sun 27/03/2011 20:50:58

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stepsoversnails

I really want to use the A.S.S template : http://www.adventuregamestudio.co.uk/yabb/index.php?topic=38928.0
But i also want to use the Verbcoin Template : http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32745.0
I've tried my best and merging them into one game but it never works.
is this a lost cause?

monkey0506

I haven't actually looked at the A.S.S. template's code, but the built-in (SCUMM) verbcoin template is very dependent on hard-coded..erm..things. Meaning that Electroshokker's verbcoin template is not easy to merge into an existing project. The A.S.S. template might be easier to merge into the other, but as I said, I haven't looked.

All this being said, making a verbcoin interface with more readily portable code (i.e., interoperability with existing projects without (hopefully) too much work) was one of my goals in writing the Verbcoin module/template. That (meaning the module, not the template) might actually be simpler to use with the A.S.S. template than trying to merge two templates together.

stepsoversnails

you're module is good but i've decided not to over complicate things.
so i'm following this tutorial http://americangirlscouts.org/agswiki/Creating_Custom_Save_and_Load_Dialogs on how to make save/load screens.
though at one point it tells me to put in the code  txtLoadName.Clickable = false;
i've put it in but the txtloadname text box is still very much editable.

stepsoversnails

wait. i just found a neat little way around that problem.
i set the textbox to be invisible and to by default have words written in it already. so when the play hits load it just loads the selected sample.

monkey0506

The Enabled property would be used to control whether or not the user can type into a text box, not Clickable.

Solving problems yourself is something I can definitely endorse, though it's probably not the least complicated of solutions. ;)

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