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!
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Show posts MenuQuote from: Khris on Mon 31/05/2021 14:59:12
Anyway, to remove the default action, use a description like diskette>n
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.
Quote from: Khris on Mon 31/05/2021 20:47:54Quote 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.
Quote from: Khris on Mon 31/05/2021 14:59:12Thanks, going to try that.
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
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)
function oDiskette_Mode8()
{
}
function oDiskette_Mode9()
{
}
function oDiskette_Open()
{
Wait(10);
cPaul.SpeechView = 4;
cPaul.Say("I don't want to open this. I might break it.");
}
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