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Messages - flotilla

#1
I am creating it with future compatability in mind. My main goal is to make a game that at some-point, somehow I can port to a touchscreen interface where a simple verbcoin interface is preferable.  I see your point about the simplicity of the right/left click for pc releases but I m using this as a building/test ground for a game that I forsee being played on a device with no left/right click option.

I had a look through the forums and could not find the verbcoin version you mentioned, however I have restarted my template and seems to work fine for now.
#2
yeah, I have actually got rid of the talk on the verbcoin anyway. I just kind of like the interface that way as it is similar to the interface I have been playing
on iphone with the releases of BASS and Broken Sword.

I have basically got it working very well apart from this little problem has appeared recently.  I must have messed something up in the code somewhere and just cant find it as the problem does not happen on a clean version of the verbcoin template.  If I cant find it soon I think I may just start again on a fresh copy.
#3
Hmm another day another problem.  Sorry for the many posts over the last few days but I am very new to scripting and spend hours looking at code/documentation before posting.

anyway, I have this in my room script

function oWatch_Interact()
{
  cMainChar.Walk(467, 460, eBlock, eWalkableAreas);
  cMainChar.Say ("picked it up");
  oWatch.Visible = false;
  cMainChar.AddInventory (iWatch,  3);
}


function oWatch_Look()
{
  cMainChar.Walk(467, 460, eBlock, eWalkableAreas);
  cMainChar.Say ("aah a watch");
}


when I click on the item and choose look (using a verbcoin) It runs both parts of this code. Always starting with the - function 0Watch_Look() no matter which
verbcoin button I click (look or interact)

so it says "aah a watch" then straight away "picked it up" then picks it up.      Regardless of which button is pressed on the verbcoin

I am using the verbcoin template

thanks in advance
#4
Ok, finally managed to work this out if anyone is interested. Sorry if this is really obvious but I thought it would be helpful to anyone else trying to
find a solution

When using the Verbcoin template the button animate line should be added in the SCUMM Verbcoin.asc here:



//===================================================================
// @OVERHOTSPOT@ LABEL GUI when over verbcoin button
//-------------------------------------------------------------------

  else {
      /*LOOK ACTION*/
   if (control == look_button){

        interact_button.Animate(4, 0, 4, eRepeat);            <<<<<<<<<<<<<<< ADDED HERE   interact_button references the button in the verbcoin GUI you want to change
   
       gui[verbc_id].BackgroundGraphic = verbgraphic_button1;
        if (custom_1 == "" && usedefaultaction == true && default_look != null){
          overhotspot.Text = default_look.Append(location_name);
        }
        else{
          overhotspot.Text = custom_1;

this will replace the button with a view of your choice

#5
Hi, I would like to have a simple interface with two icons look/interact.  I am using verbcoin that seems to be the closest match to what I want, however I was wondering if there is
a way of using small animated icons on the verbcoin instead of the default two states for the icon eg mouse-on or mouse-off. 

I would like it to run a small animation for example a view instead of the two different images eg open hand/closed hand

any ideas?
#6
Ok, apologies, somehow missed this when browsing throught the forums/tutorials.

I have just discovered VerbCoin. I thiink this does exactly what I need
#7
Beginners' Technical Questions / gui interface
Thu 17/06/2010 17:36:41
Hi, I would like to make a system in my game similar to Broken sword where as the cursor moves near to a hotspot you get two small icons pop up - look/interact.  Which you can then
click on either of the icons individually


I was wondering if anyone can suggest a good way of doing this.  I have the following ideas but Im not sure which is best to try:


1/ making a GUI with the two icons as buttons with a transparent background that becomes visible when the mouse rolls over the hotspot. I dont
want the game to pause when the GUI pops up though. Also Im not sure how to make the GUI background transparent but the buttons visible


2/ somehow have two icons pop up off the hotspot when the mouse rolls over it.


Ideally I would like to only have to make this thing once and have the click outcomes different depending on which hotspot it is hovering over.

Can anyone suggest a good way of achieving this?


Thanks
#8
Hi thanks. yes I had already found and downloaded it, however being a noob I was not sure exactly how to use it? I read the readme however could not make sense of how I integrate it into my game.

Any quick hints?

thanks again
#9
Hi, I am looking for a GUI template similar to Beneath a Steel Sky (revolution) style that is compatible with the latest
AGS. I have had a look through a few template pages but cant find one that imports correctly. Can anyone point me in the direction of a working template?

Thanks in advance

Tim
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