TEMPLATE: SCUMM VERBCOIN GUI v2.0.0 (for AGS 3.x)

Started by Electroshokker, Sun 21/10/2007 16:31:02

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Electroshokker

Major update: version 1.6.0 is up  ;D

- Lots of bugfixes
- A brand new feature: the ability to disable the module at any point in the game

help file on new function:

Code: ags


SCUMM_VERBCOIN_GUI DisableVerbCoinGUI

static SCUMM_VERBCOIN_GUI.DisableVerbCoinGUI(bool value)

Activates/Deactivates the SCUMM Verbcoin GUI system

Example: 

SCUMM_VERBCOIN_GUI.DisableVerbCoinGUI(true);

will disable all verbcoin processing code.


Ali

Hi,

I've been using version 1.6, and I don't know if these points have been mentioned before, so I hope I'm not repeating stuff.

Because the module checks for hotspots before objects, objects situated over hotspots caused the wrong message to appear in the status line. Reordering the script sorted the problem for me. Though I'm not certain of what whould happen if characters overlapped objects or vice versa.

Also, I found I had to individually write "examine x" for every object. Is that the way the module is meant to work? I added a couple of lines which check if the custom repsonse is empty, and if so send a string saying "use/examine/talk activelocation" to the status line.

I think it would be good if that was built into the module, because it would only require users to create custom responses for certain objects (i.e. eat rather than talk for food).

Great module though, keep up the good work!

-Ali

Electroshokker

Quote from: Ali on Fri 27/06/2008 11:36:42
Hi,

I've been using version 1.6, and I don't know if these points have been mentioned before, so I hope I'm not repeating stuff.

Because the module checks for hotspots before objects, objects situated over hotspots caused the wrong message to appear in the status line. Reordering the script sorted the problem for me. Though I'm not certain of what whould happen if characters overlapped objects or vice versa.

Hmm... good point. Basic AGS order is character => object => hotspot I think, but for characters/objects it really depends on the z-order (and thus the baseline).

I'll fix that in the next release. Thanks for spotting this!

Quote from: Ali on Fri 27/06/2008 11:36:42
Also, I found I had to individually write "examine x" for every object. Is that the way the module is meant to work? I added a couple of lines which check if the custom repsonse is empty, and if so send a string saying "use/examine/talk activelocation" to the status line.

I think it would be good if that was built into the module, because it would only require users to create custom responses for certain objects (i.e. eat rather than talk for food).

Yes, that's exactly how the module's supposed to work. I used to have a function which filled in a "default" message every time, but since I like to keep it as flexible as possible I removed that and replaced it with properties.

I'll probably add a brand new function which allows you to choose from 3 options:

- no messages
- default messages (customizable through a function call at any point in the game)
- property messages

That way you'll have all the flexibility you need. (and of course you'll be able to switch between these 3 modes in mid-game)

Quote from: Ali on Fri 27/06/2008 11:36:42Great module though, keep up the good work!

-Ali

Sure will. If people keep giving suggestions like these, the module will be a great extension to AGS.

And if I ever do get the time I might consider working out other gui templates for AGS 3.0 (If there's a request/need for them anyways).

Ali

That's good to hear, though I would suggest having a "default messages + properties" mode, which I think would be the most useful. If customised text is available the module would display it, otherwise it would use the default response.

That's how I tweaked the module to work, as I mentioned above, and I think it would really streamline use of the module.

Electroshokker

Version 1.7.0 is up.

- buxfix: message ordering when you've got objects/characters on top of each other. The label gui will display the text property of the instance that is on top now.

- new feature: default messages. enable/disable at your leisure, change the default messages at any point in the game, use in combination with the custom messages if you like.

rvampire

Hello,

I've been using version 1.7.0 in my game and I think I found a bug: If I have a scrolling room and the character enters the room from a direction that requires the engine to show the room from somewhere else than upper left corner (say, I have a room sized 800x1000 and the character enters the room from the bottom) the hotspots outside the game resolution (in this case outside 800x600 rectangle) do not work properly. The GUI displays for a fraction of second in the wrong place (in this case at the bottom of 800x600 rectangle) and then disappears, probably because the mouse is not where the GUI is.

If the player enters the room so that the top left corner shows (in our example, from the top of the room), all the hotspots work correctly.

Also, sometimes the GUI script crashes on room change, though I am not sure what exactly causes it. In my game it only happens if I have two scrolling rooms linked so, that player exits the other from outside the 800x600 rectangle and then enters the new scrolling room also outside 800x600 rectangle. But even then only if I have not visited both rooms before from some other room. Error message is about null pointer reference on the line that gets custom properties from the player(?) character. Maybe loading the room and changing the viewport is so slow that when the code gets to this point, it has not yet loaded the character?

Electroshokker

I am unable to replicate this bug at this time (due to the fact I haven't used any vertically scrolling rooms yet).

Is it possible for you to send me a 1-room game with basic code which generates this error? (PM me)

In any case I'll look into it when I get some time, but my life's pretty hectic as it is right now, so that may be a while.

Electroshokker

Ok, new 1.7.2 version is up.

This one's got a new feature: disable inventory()

And fixes the scrolling room bug. (When I finally got round to checking it out, it took me about 5 seconds to fix. Sorry it took so long, guys! My life's been pretty hectic.)

goldensox

so, why didnt anyone release some templates or skins of this GUI? i mean, im feeling scared about editing the original, cause, by my calculations, the chance of getting shitty is liek 99%...
Faster than a doughnut, stronger than cardboard.
                                                                    -Wario

Helme

I got problems with the inventory

Some items react different than others. When I select some items, the inventory closes nearly instantly. When I select other items the inventory closes after some seconds.
The Inventory only closes when i move the mouse cursor over the left border.

I can't remember changing anything in the script, except the item.count & the size of the items

-in the GlobalScript:
int item_count = 36;
function game_start()
{   SCUMM_VERBCOIN_GUI.Item_Count(36);
-in the Scumm VerbCoin GUI.ash:
import static function Item_Count(int count = 36);

Helme

I managed to fix the problem, although I still don't know what exactly caused it.

MashPotato

Did you change the inventory background from the default?  If so, you may need to change the edge coordinates to account for the different size :) (I had the same problem until I did that).

Helme

I did change the background image und made the top border smaller. But the position and size of the space for the inventory did stay the same. It worked after i adjusted the size of the @overhotspot@-button

The strangest thing was, that some items did react differently than others.

Helme

How can I deactivate the Verb Coin and the inventory for special rooms?

Electroshokker

Quote from: Helme on Thu 19/02/2009 09:14:52
How can I deactivate the Verb Coin and the inventory for special rooms?

in any script, type
Code: ags
SCUMM_VERBCOIN_GUI.
and you will automatically see all available functions.

Among these you'll see some enable/disable functions for this kind of stuff.

beckymov

I am using SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+) for a game I'm currently working on. However, I have a problem when using the ShowPlayerCharacter = false on the room settings. When I use this setting  I am no longer able to call up the inventory at all. Not sure what I'm missing to make this work?  ???

Jared

I've been using this template recently and it's wonderfully easy to use and straightforward - pretty much as efficient as the default SCI. I hate to get petty, though, but I wanted to use narrator messages in my game but the module seems to have overridden the Display() function to Character.Says() for the player character. I had a quick look through the Global scripts and couldn't see it anywhere.

Would there be a straightforward way to set Display back to its default function? Is there another function that does the same job as default Display()? If not I can re-write it without a narrator but I had been hoping to use one..

Electroshokker

Quote from: beckymov on Mon 23/02/2009 14:47:17
I am using SCUMM VERBCOIN GUI v1.7.2 (for AGS 3.0.2+) for a game I'm currently working on. However, I have a problem when using the ShowPlayerCharacter = false on the room settings. When I use this setting  I am no longer able to call up the inventory at all. Not sure what I'm missing to make this work?  ???

I'll look into it.

Quote from: Jared on Wed 04/03/2009 05:53:07
I've been using this template recently and it's wonderfully easy to use and straightforward - pretty much as efficient as the default SCI. I hate to get petty, though, but I wanted to use narrator messages in my game but the module seems to have overridden the Display() function to Character.Says() for the player character. I had a quick look through the Global scripts and couldn't see it anywhere.

Would there be a straightforward way to set Display back to its default function? Is there another function that does the same job as default Display()? If not I can re-write it without a narrator but I had been hoping to use one..

I believe this is a general setting, nothing in the code, actually. Look on the general tab of AGS and change the "always display text as speech" setting.

The AGS default is to display narrator messages as textbox, but I probably changed this setting (dunno why, I'll revert it in the next update)

Jared

Ah, yes, I was kicking myself just when I was coming to check out this thread, realising it was probably a GUI setting. That can be my trouble - spent so much time screwing around with Java I forget that in AGS not everything's in the code.

I think it's fine as is - to the best of my recollection LA never used a narrator in their games (unless you're pedantic enough to go back to Labyrinth) so it only makes sense for a verbcoin mod to be designed for a player character response, just as Sierra interface is generally made with a narrator.

Helme

I still have a problem with the GUI.

In some cases (like Buttons for "Start", "Load", & "Quit" in the starting screen) I want to proceed a simple click without using the Verb Coin but I dont know how. If I deactivate the VerbCoin nothing happens when a click somewhere.

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