Author Topic: TEMPLATE: SCUMM VERBCOIN GUI v1.2 (for AGS 3.0 only)  (Read 10889 times)

Oh boy, looks like a few new bugs crept in...

I'm in the process of fixin' them (almost done, will upload soon), but it still has the display text closes inventory bug (even more so, since now for some reason it won't automatically close the inventory guis but gets stuck. only workaround I see is to scrip the closing of the guis, OR just ditch the entire gui label code, as I suspect the two are linked.)

Anyways, I'll upload the "fixed" version soon, and continue to look into this display bug.

EDIT:

In order to get "cleaner" code, I decided to split up the module in two seperate modules, one for the basic interface (inventory gui, verbcoin) and another for the gui-label.

This should make the code more manageable and easier to fix (I hope).
« Last Edit: 04 Feb 2007, 17:03 by MI - TLY »

Re: MODULE: Enhanced Verbcoin Gui v1.0e *updated*
« Reply #21 on: 27 Apr 2007, 04:29 »
Im getting a problem. I am trying to make the cursor change to an arrow when the mouse moves over an exit and it turns back to the walking cursor if I stop moving the mouse while it's over the exit. also the verb coin still shows up when I hold down the mouse button over the hotspot.
here is my script:
Code: Adventure Game Studio
  1. function hotspot3_a() {
  2.   // script for Hotspot 3 (Go Outside): Mouse moves over hotspot
  3. mouse.DisableMode(eModeInteract);
  4. mouse.SaveCursorUntilItLeaves();
  5. mouse.Mode = eModeUpLeftArr;
  6. if (gGui2.Visible==true) {
  7.   gGui2.Visible = false;
  8.   }
  9.  
  10. }
[edit] Well I finally got it to work. Never mind.
« Last Edit: 28 Apr 2007, 21:55 by joelphilippage »



Re: MODULE: Enhanced Verbcoin Gui v1.0e *updated*
« Reply #22 on: 12 May 2007, 13:49 »
[edit] Well I finally got it to work. Never mind.

Glad you managed to solve your problem.

In any case, I've decided to swipe off the dust of this module, get it to work better then before, create a new template to go with the module and complete user documentation.

I've let this slide for far too long.

With luck, I can release the whole package (module-template-documentation) sometime in the next couple of weeks.

Re: MODULE: SCUMM Verbgui 2.0beta1
« Reply #23 on: 09 Jun 2007, 12:58 »
A beta of the version is out. Use it as you see fit.

Dualnames

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Re: MODULE: SCUMM Verbgui 2.0beta1
« Reply #24 on: 11 Sep 2007, 20:39 »
EDIT: Everything works quite perfect. I could fix the code if you like.
« Last Edit: 12 Sep 2007, 20:44 by Dualnames »
No more military army stuff. I'm alive and back.

Re: MODULE: SCUMM Verbgui 2.0beta1
« Reply #25 on: 13 Sep 2007, 14:04 »
EDIT: Everything works quite perfect. I could fix the code if you like.

Hey, knock yourself out. Haven't got the time myself, unfortunately.

Dualnames

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Re: MODULE: SCUMM Verbgui 2.0beta1
« Reply #26 on: 14 Sep 2007, 23:02 »
Of course you don't have. But the cod isn't working. And I've made some arrangements. So if you want I could upload the whole deal. I know you've been working on the game already. And besides that you have a real life as well.
No more military army stuff. I'm alive and back.

Re: MODULE: SCUMM Verbgui 2.0beta1
« Reply #27 on: 16 Sep 2007, 17:08 »
have you a demo, where i can see your module in action?
cause its hard to say, if your module could be useful for my needs,
without the possibility to test it.

Dualnames

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Re: MODULE: SCUMM Verbgui 2.0beta1
« Reply #28 on: 21 Sep 2007, 16:16 »
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32398.0

Well I've remade the module whatevery for those about to bug free...
No more military army stuff. I'm alive and back.

Re: TEMPLATE: SCUMM VERBCOIN GUI v1.2 (for AGS 3.0 only)
« Reply #29 on: 01 Dec 2007, 09:20 »
See http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32745 for the latest template. (for AGS 3.0, though if you import the module code in AGS 2.72 it should work too)
« Last Edit: 01 Dec 2007, 10:18 by Electroshokker »