Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - SquirrelMonkey

#1
Quote from: Khris on Mon 31/05/2021 14:59:12
Anyway, to remove the default action, use a description like  diskette>n

It worked! Thank you so much!
#2
Quote from: Crimson Wizard on Mon 31/05/2021 20:18:25
Here's the template thread:
https://www.adventuregamestudio.co.uk/forums/index.php?topic=54762.0

Also, there has to be a manual extracted with the template, it's called tumbleweedverbs.pdf and should be found in your game project folder.

Thank you. It's not a bug but a feature. :D Khris convinced me.
#3
Quote from: Khris on Mon 31/05/2021 20:47:54
Quote from: SquirrelMonkey on Mon 31/05/2021 20:00:20When I play Lucasfilm adventures and select "pick up", the word light up. They stay also lighted up when I select an object. Now it jumps to a different verb even before I confirmed the action.
The default verb's button lights up while the mouse is over the hotspot/object/character, and it doesn't matter if a verb was picked yet or which one it is. The picked verb appears in the action bar, which lights up when you confirm the action by clicking the hotspot/object/character.

So as far as I can tell, the Tumbleweed template, just like the very first Maniac Mansion Mania Starter pack which it is originally based on, mimic exactly the GUI behavior of MI 1 and 2 and Indy 4. And Thimbleweed Park. This is very easy to check, you don't even need ScummVM, just a playthrough video like the one I posted, which clearly demonstrates what I said?
As does the screenshot I also posted? I just want to clear up this confusion, since both the video and image seem to clearly contradict your statements.

I believe you. I just don't want this in my game.
#4
Quote from: Khris on Mon 31/05/2021 14:59:12
For reference, here's Monkey Island 1:

[imgzoom]https://i.imgur.com/9dNpGk5.png[/imgzoom]

In the Tumbleweed template, the action text follows the mouse and the highlight is less bright. I guess it's a matter of taste.

Anyway, to remove the default action, use a description like  diskette>n
Thanks, going to try that.
#5
Quote from: Khris on Mon 31/05/2021 07:58:44
Again: this is not a bug, it's a feature. This was started by The Secret of Monkey Island back in 1991. The selected verb is displayed as part of the floating text, and the verb that lights up is the default action for the object. This can be changed to open/close for doors for instance, so you can simply right-click them instead of having to tediously select the only action that makes sense.
Everybody who has played 90s Lucasfilm / Lucasarts games knows this and expects it to work like that.
Thimbleweed Park also does the same thing, as can be seen here:

https://youtu.be/jPIh9qumMnw
(at 1:46, "Open" lights up when the mouse moves over the gate)

When I play Lucasfilm adventures and select "pick up", the word light up. They stay also lighted up when I select an object. Now it jumps to a different verb even before I confirmed the action.
#6
Where can I find that thread? I see a bunch of template topics. Is Abstauber the creator of that template? (Wow). Thanks in advance!
#7
This happens: if I click on a verb with the left mouse button, for instance "pick up", the verb "pick up" lights up. When I point at an object, it suddenly highlights the text "look at". You can see this in the video. :( I can't find the cause. Drives me nuts.
#8
I use the Thimbleweed Park template. Not sure if this is a bug or my own fault. When I select a verb, for instance "pick up" and point my mouse to the object, the verb "look at" lights up instead of the selected verb. I went through the code several times and I don't know how to solve it.

#9
Thank you so much!
#10
The software compelled me to make these functions. I have no idea why, where it comes from and if it has something to do with my problem. :(

Code: ags


function oDiskette_Mode8()
{
}


function oDiskette_Mode9()
{

}


#11


I made my first interaction. I made an object that can be picked up. But when I run the program, it ignores the open function. What did I do wrong?
This is the script that should let the character talk when you try to open the object.

Code: ags

function oDiskette_Open()
{
Wait(10);
cPaul.SpeechView = 4;
cPaul.Say("I don't want to open this. I might break it.");
}
#12
Thank you!
#13
I made a character and walking works perfectly. The problem I have is that I want the character automatically go to the frontal view after walking to a direction. Now it freezes in the middle of a walking sequence. I can use the Idleview for this (and set the time to 0 seconds) but I don't think that this is the right way.

Screenshot:
https://ibb.co/RyMyDZd
SMF spam blocked by CleanTalk