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 - Babar

#381
Quote from: artium on Mon 03/09/2018 20:51:05
Regarding the first question.

The connection between the button and the mode is established when you register the verb. It is stored inside VerbCoin.

Therefore, you can add a lookup function to the VerbCoin and call that function from bLook_OnClick.

Assuming you base your work on the template coin verb:
I was very confused until I saw your edit :grin:. But no, I'm not using the template verbcoin. I'll look it up to see how it handles the issue, though.
#382
Critics' Lounge / Re: Verbcoin Interface
Sun 02/09/2018 20:45:50
Sorry for the long gaps inbetween, real life has a habit of getting in the way.
Initially (and maybe still?) I was just planning on making an optimal verbcoin interface, and nothing extraneous, and then likewise for a verbcoin, and maybe collect some analytics. However, it seems people have the desire and expectation for me to make a template, so I'm plodding along with that now :=.

I'm still suspicious as to whether it would be possible to swap between this and something like the Tumbleweed template, but I'm keeping it in mind as I progress. I can't find any module or template for the pop-down inventory (which I'm assuming would be the one to work best with this sort of verbcoin), so I guess I'll have to be adding that soon.

I was also flipping back and forth between whether to squeeze the buttons into a tighter arc if the interactible was along the edge of the screen, but decided against that, because it could not be applied consistently- for example, if there was only 1 verb for an interactible in the upper corner, the button could show up a fixed distance from the mouse-click. But if there were 2 or more, then I'd have to shift the whole UI away from the corner, and all those different states probably don't help with consistency.

If you're feeling generous, you could also help me out with some process questions I had that felt more suited to the tech forum.
#383
Hey! I'm trying to come up with an optimal verbcoin (you can see the background in this thread here), but I've run into some hiccups, so I figured I'd get some help here. It's not exactly scripting help questions as much as procedure advice :D. Keep in mind, I'm trying to create a generalised solution that at most requires users need to add some of their own text or properties at a later time if they want to make changes to the verbs, but don't have to go into adjusting hardcoded numbers each time.

Code: ags
function bLook_OnClick(GUIControl *control, MouseButton button)
{
  gVerbCoin.Visible=false;
  if (button==eMouseLeft) Room.ProcessClick(verbCoinX, verbCoinY, eModeLookat);
  
}

That's the code for the OnClick of one of the buttons that pop up on my verbcoin UI. Every button's function is very similar, the only difference is the eMode... at the end. I could make a single function that just changed the last line of each, but I can't think of a generalised way to handle this. The function itself has the GUIControl as a parameter, so I can identify which verbcoin button was pressed, but there doesn't seem to be a useful way to use that. I had initially thought that everything (including UI elements) had Properties, so I would have used those, but apparently they do not.
As a related problem, I wanted to add action texts connected to each verb. So if the player moves the mouse over a blue cup, the text "Blue Cup" would appear at the bottom. When the player clicks the blue cup, this opens the verbcoin, and what I'd like is that when mousing over the LOOK button, "Look at" would be added to the text to change it to "Look at Blue Cup". I was assuming each text would be connected somehow to the verb.

So what I can think of right now for all this is to either use GUIControl.ID and/or create enums and strings for all the different possible verbs, but that really isn't a generalised solution, and would require a user in the future to add to it/remove from it themselves themselves if they ever wanted to make some changes. Is there a better, more generalised way?
#384
Quote from: Crimson Wizard on Sun 02/09/2018 15:34:27
I think you may still download the source project from github:
https://github.com/dkrey/ags_tumbleweed
if you click on green "Clone or download" button and choose Download ZIP.
Yes, that is what I did, I just figured I'd try to get the template as an agt file.
#385
I get a "Not Found" page when I try to download the template.
#386
Competitions & Activities / Re: Artjam Thread
Sun 26/08/2018 21:18:49
[imgzoom]http://ags.pics/SKxj.png[/imgzoom]
I didn't spend enough time here...first half hour I contemplated drawing it in pencil...
#387
Competitions & Activities / Re: Artjam Thread
Sun 26/08/2018 20:06:03
Guess it started a little late, but: "A ruin of a stone house, still protected by an ancient tree"
GO GO GO, you have 1 hour!
#388
General Discussion / Re: Free Steam keys!
Thu 23/08/2018 22:54:00
And I have Killing Floor and Teleglitch for people who are interested in those very good games.
#389
Aren't Blackthorne and all done with making games?
#390
That's a horror adventure game?
That's about the dumbest thing I've ever seen. I'd wonder if it is a matter of context, but I can't imagine a context where that wouldn't be dumb.
#391
The Rumpus Room / Re: The 4 word story thread
Sun 12/08/2018 18:57:51
Purple slinky toys that
#392
Critics' Lounge / Re: Verbcoin Interface
Thu 02/08/2018 14:42:57
I don't think it makes sense to allow changes between a verbcoin and verblist, unless the game permanently (even in verbcoin mode) had a black area underneath, otherwise verbcoins would give you more stuff to see. And having the verblist not be permanently visible detracts from is effectiveness.
I've not looked at the Tumbleweed verbs module yet, I'll check it out.
#393
Quote from: Stupot on Sun 29/07/2018 16:08:37
Die Hard - little or no puzzle solving. Lots of violence.
Reminded me of this: A Narrative Approach to Level Design (that uses Die Hard as an example)
You'll have to skip around a bit, but essentially she talks about how unlike the games based on the movie, in the actual movie, McClane more uses his gun more like a puzzle solving tool- to break open doors, uses it to block a fan, uses it to rappel down an elevator shaft, etc. :cheesy:
#394
General Discussion / Re: I made a thing
Fri 27/07/2018 20:54:47
Quote from: selmiak on Fri 27/07/2018 17:44:52
yay, you mades a demo!
nice easyy listening. Imho it would be even better if the colors would not be so random, but closer together but going into a random direction on the colorwheel, R++;G++;B--; and so on. ;-D
Those colours aren't random, D's obviously ++ing AGS's colours! :D
I used to do the same thing with BASIC back in the day.I think I probably even still have all the files. They wouldn't be AGS, but I should dig them up and see if I can record them :cheesy:.
#395
I've got to say, judging from just the text and pictures, I'm not really impressed. Are any of the "hand-drawn locations and elaborately animated characters" their own, and does the quality match those of the ones they've reused from the original game? Is the "modern interface" that awaits a verbcoin or two-click/single-click system?
..what is "fluff ball"? An expletive, or an uncapitalised proper noun name of the hamster?
#396
Critics' Lounge / Re: Verbcoin Interface
Thu 19/07/2018 12:08:49
And also, based on discussion here about touchscreen interfaces, I'm trying to avoid using right-click for anything other than convenience shortcuts for doing stuff that can already be done in some other way.
#397
Django
Walter White
Donald Draper
#398
Competitions & Activities / Re: Artjam Thread
Wed 18/07/2018 23:13:42
Today's Theme: Draw a character with the theme "Lycanthrope"
morganw:
[imgzoom]https://www.dropbox.com/s/rwqacthgf932hl6/ww.png?raw=1[/imgzoom]

Babar:


CassieBSG:


Creamy:


#399
Critics' Lounge / Re: Verbcoin Interface
Wed 18/07/2018 12:32:31
Quote from: Danvzare on Wed 18/07/2018 10:46:34
or you can make the verb coin appear, and have the use command pick it up so you can use it, thus annoying the hell out of you since you always have to click twice to use an item.
But every single interaction with the verbcoin is already like this- you always have to click twice to use do anything at all. Why would it being in the inventory bother someone more?
This is the solution I was using for my system, along with an inventory that pops down when the player moves the mouse to the top of the screen (since one of the advantages of verbcoin is that it doesn't take permanent screen space, I assumed that was important, so I didn't have a permanently onscreen inventory). Is there something wrong with it?
#400
Critics' Lounge / Re: Verbcoin Interface
Tue 17/07/2018 19:11:57
Quote from: tzachs on Tue 17/07/2018 18:53:20
Ah, ok, so why can't you do the same with a radial or arc menu? Just offset all of it when you're near the edges.
I could do that, yes. Would that make it better, though? I thought the point and advantage of radial menus was that you could reach every action with an equal mouse distance? If the mouse is not centred in the menu, that would no longer be the case, then.
SMF spam blocked by CleanTalk