Jibble

Author Topic: TEMPLATE: Tumbleweed Verbs 1.2 Last update: 4th April 2019  (Read 12613 times)

First of all: Thank you, abstauber for this nice template! Gefällt mir! ;)

I'm currently working on my first game and I changed some GUIs and sprites to match my taste. Among others I replaced the verbs with the ones shown in the screenshot.
Now I'm not sure, if (when I release this game sometime) I might get problems because it looks too similar to the original Thimbleweed-verbs. (although I drew them totally new for that low resolution, 320x180)

Should I change it? What do you all think?  ???



Here's a comparison of both:

mine:




Thimbleweed Park:


abstauber

  • Cavefish
  • still mowing the lawn
    • abstauber worked on one or more games that won an AGS Award!
    •  
    • abstauber worked on one or more games that was nominated for an AGS Award!
Wow, those graphics look really nice!

Well the button font is quite close to the one of Thimbleweed Park - I'd say if you go commercial, you might want to go for a more independet route.

But if it's freeware I don't see any issues at all - the font (also the color) fits your game perfectly (as far as I can tell from your background)

Thank you very much for your feedback! And you confirmed what I already thought.
I don't know, if it's going to be freeware or commercial - it will depend on how complex the game will finally be, full length or not... We'll see. It's still at an early stage.
So I think I'll keep the sprites for now and maybe make some new ones later.

By the way, I would give the actual sprites to anyone who's interested in using them. Just let me know...

Is it possible to save more than nine games?

abstauber

  • Cavefish
  • still mowing the lawn
    • abstauber worked on one or more games that won an AGS Award!
    •  
    • abstauber worked on one or more games that was nominated for an AGS Award!
Yes, out of the box, you are stuck with nine games. But you can of course extend the save/load gui to your liking: you just need to add more save/load buttons and tell the optiongui script about it.

abstauber

  • Cavefish
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    • abstauber worked on one or more games that won an AGS Award!
    •  
    • abstauber worked on one or more games that was nominated for an AGS Award!
Maybe it's time to finally declare 1.2 to be stable.  (nod)

This is mainly a refactoring release, no new functions have been added so far. But internally the template has changed a lot.

- cleaned up the global script (moved the remaining GUI actions to the options menu module)
- Localisation of the GUI elements is handled a bit different internally
- It's possible to change the GUIs being used by the template
- Some more refactoring, the template throws errors if a module is missing.
- Bugfix: Option GUI wasn't translated if English is not set as default language


Hello, I'd like to report a bug.

Preferably performed in larger rooms for convenience:
* Have room 1 and room2;
* In room 2 script cutscene where player's character is walking non-blocking in After Fade-in event
Code: Adventure Game Studio
  1. player.Walk(x,y,eNoBlock);
  2. while (player.Moving) Wait(1);
  3.  
* Run the game, and when in room 1 start running with double-click;
* Immediately press Ctrl+X and change to room 2.

The player character will continue running during cutscene in another room.

Thinking about it, maybe it's enough to just run a cutscene in the same room. Guess the mistake is that character keeps running even when another Walk is called by a script command, even though it may not be required.
« Last Edit: 30 Apr 2019, 09:58 by Crimson Wizard »

abstauber

  • Cavefish
  • still mowing the lawn
    • abstauber worked on one or more games that won an AGS Award!
    •  
    • abstauber worked on one or more games that was nominated for an AGS Award!
Hi and thanks for the bugreport.

I think, that this is because I check the running in repexec and not repexec always. An easy thing to mitigate this for room changes would be to stop running, everytime you change a room. Also by using CTRL-X you're cheating a bit, as I'm checking for 'regular' room changes at line VerbGui.asc:2519 ;)

Running is also cancelled by every new mouseclick, so for this to happen you need to trigger a cutscene while the player is running without any other interaction or event. And the game designer would not stop the player from moving. The question is: how to detect such a cutscene.
I could use Game.InSkippableCutscene, but this would leave out unskipable cutscenes. Maybe a solution would be simply to add a StopRunning command which you would call in a cutscene

I'd love to get some more input on this.

Anyway to stop running also via CTRL-X room changes, this should do the trick
VerbGui.asc:2181
Code: Adventure Game Studio
  1. function on_event(EventType event, int data)
  2. {
  3.   if (event == eEventEnterRoomBeforeFadein) {
  4.     Verbs.CheckDefaultAction();
  5.     Verbs.UpdateActionBar();
  6.    
  7.     verbsData.player_is_running = false;
  8.     player.StopMoving();
  9.     player.SetWalkSpeed(verbsData.player_walk_x_speed,  verbsData.player_walk_y_speed);
  10.     player.AnimationSpeed = verbsData.player_ani_speed;
  11.   }
  12.  
  13.   else if (event==eEventRestoreGame) {
  14.     //Verbs.AdjustLanguage();
  15.     Verbs.InitGuiLanguage();
  16.   }
  17. }
  18.  
« Last Edit: 30 Apr 2019, 11:03 by abstauber »