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Messages - Ghost

#1321
On a SERIOUS note:
DarkSeed, despite the fact that it didn't age so well, has several tense moments- the whole setup of the protagonist going insane, in combination with the Giger style. Much of it is lost on a second playthrough, but the meta-knowledge of me as a player seing someone gradually "losing it" felt pretty intense the first time I played the game.


And not so serious, but seriously, Armageddon, that pic is priceless:
Spoiler
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#1322
Revoted by teh magicks of PM!
#1323
Are you using any template? If the GUI keeps a list of savegames this list must be filled somewhere, and it is possible that you are opening it BEFORE it ever got filled.

[edit]
Oh, right  ;)
#1324
Quote from: Phemar on Sat 15/06/2013 15:40:51
So use
Code: ags
NBD.Scrolldown;

instead of
Code: ags
gDialog.NBD_ScrollDown;


Perfect, that solved it! Thanks!
#1325
I am Ghost and this is my favourite Dialog Module on the Interwebs!

Seriously, great job! I'll test it a lot more, but it already looks like a remarkable asset to me. Thank you for sharing!

[edit]
Two things:

* I am pretty sure I set up everything right but I can't get the scrolling to display (it works, though): Clicking the scroll buttons scrolls, but the lines only update AFTER I select a conversation line and have the talking happen.

* The documentation is very thorough and covers everything, the example dialogs, however, require two characters that are not "in game" and I think a newcomer would be able to easily spot what they need to be named (cDeath especially). Maybe a small additional info about how to get the example dialog to display, OR an actual template that has the diolog as a "feature presentation"?
#1326
The Rumpus Room / Re: Happy Birthday Thread!
Fri 14/06/2013 02:39:17
Hybby b-day, DoorKnob. Handle it well ;P
#1327
Babar, I may have misread you, but to me it sounded like a good solution/workaround/step-in-the-right direction.

It's in the manual too, and better explained there ;)

Controls property (GUI)
GUIControl* GUI.Controls[index]
Provides an array which allows you to access controls on the GUI by their index. You should not normally need to do this, since accessing the controls by their name is far easier; however, if you need to interoperate with legacy code that uses the control number, this can come in useful.

You CAN iterate through arrays, can't you? So I thought it might work.

#1328
Babar, the AGS 9Verb template seems to do just what you try to implement: In the main GUI all buttons run the same script, and the game just checks if a mouse-click hit the GUI and the stores the control's ID. Can't say how useful that is for you (since apparently the buttons only set mouse modes and run no complicated script).

It's a lot of script to sift through but maybe it'll get you started? At least it seems to be a convenient way to have ONE function where all button ids get some scripting assigned.
#1329
Quote from: Phemar on Thu 13/06/2013 12:37:12
Edit: Would it not be easier to just release this as a standalone module? It would make integration easier for people with existing projects.

Probably, yes, my reason to make this an actual template was to offer some additional extras- fonts and tween, in this case. But a module can easily be done if there's enough interest ;)
#1330
Lightweight BASS Template v2.0


Download LW_BASS v2.0

The LW BASS is a small, clutter-free template that implements the "Beneath A Steel Sky" two-button interface: Left-click is walk/interact, right-click is examine.

Based on the many helpful suggestions I've rewritten the thing from scratch, with readability and simplicity in mind. The template requires no setup at all and keeps
things as simple as possible.

Feature List:
* Two buttons, two interactions. LMB is "interact", RMB is "examine"
* BASS-style inventory (GUI pops up when top of screen is touched)
* Nicer fonts with full umlaut/foreign character support
* Custom inventory property "propInstantUse" allows inventory items to be used "on their own" (blow whiste, eat sandwich) instead of requiring a "use inv on" action

v2 changes:
* full code rewrite, incorporating most suggestions to improve readability
* removed tween module
* full comments, and license
* as suggested, only "interact" is used, instead of additional "talk" for characters
* moved all mouse handling to on_mouse_click
* support for "instant use" of inventory items
* inv popup position is now a makro
* added nicer unhandled_event template
* fleshed-out test room
* removed Revenant
#1331
Quote from: selmiak on Wed 12/06/2013 17:52:50
Quote from: cat on Wed 12/06/2013 16:53:43
You can use material from the internet like graphics, music and sounds, but have to credit it in-game, even if it was public domain.
So you can use guybrush from some spritesheets found on the net if you give credit?

I think I see your point- Grabbing a premade, high quality, fully animated sprite will safe time and look good. But who'd do so? Very few people here rip sprites, and a rip WILL be spotted- I doubt that anyone would be very impressed.
#1332
Quote from: cat on Wed 12/06/2013 08:35:00
However, using public domain sounds and music seems to be a good idea. Opinions?

It has been said already that the fun of making a game should not be sacrified to super-complex rules, and I second that, but I think the MAGS rules are a pretty good template for this:

- The bulk of an AGS game is scripting and graphics, and that's what the game author should be able to create (and create especially for the game, meaning during the actual event). So just by stating that the game (script) and the graphics must be made during the event results in a playable (silent) game that was made during one week.

- Sound and music are hard to create yourself without the proper skill and equipment and they add to a game but aren't required. So allowing the use of freeware/pd resources sounds fair and good to me. I wouldn't even care if anyone uses resources previously downloaded; there is no way to check that anyways, and where is the harm, we are ALL on the internet and a few minutes of patient googling will get you everything.

- The same should go for stock images/reference material. If someone has no idea how something looks/could be drawn, using references/stock photos should be okay.


On a side note, I LIKE how OROW was announced early AND allowing to think about/plan the game before the actual work starts. Makes it easier to announce interest and also gives some time to bounce ideas around. Much less crual than the 24 Hour Comic, where you put the pen to the paper without any planning and then start your 24 hours of drawing and energy drink abuse.
#1334
No matter what I said anytimes or anywhere on the net, I am in.

tzachs, I read that as "AGS resources"? Pretty much how MAGS allows the usage of use freeware music, but by default insists that the actual game content (sprites, backgrounds) are to be created for the game during the time of the competition. Sound effects, reference sprites and stock images would be allowed, but not a huge framework of scripting already made for another WiP.
Someone correct me if I am wrong  :-[
#1335
Quote from: abstauber on Tue 11/06/2013 21:17:57you need a reason for trolling nowadays? :-D Besides this is no trolling
No offence meant! I just recognized the "troll face" meme and thought there should BE a troll day so that we can magically link that image to the date of said International Troll Day. I wasn't accusing you of trolling!  (wrong)
This post isn't trolling either.

I am also really warming up to that "grande cup with round handle" and the pixel background.
#1336
I am much more interesting in the 3D overhaul and hope that the combat will be a bit more dynamic, visually.
#1337
Quote from: abstauber on Tue 11/06/2013 16:52:13
Anyway, I made a little special edition myself
Spoiler
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April 1st startup, maybe? Oceanspirit Dennis' birthday? Do we have an international troll day in some country? Anything to make this stick?
#1338
Quote from: Stee on Sun 09/06/2013 13:34:54
I think it should be postponed to the next beta.

I second that. It's thrilling to have a new version of AGS and I am impressed how nice the changes work. Play it safe, let us getting used to a small number of stable, working new features.

This is a user's opinion, though I think I know how thrilling it must be for a developer to show off the new stuff ;)
#1339
This looks fun. Can I actually have GUI elements (labels, buttons et al) on them, or some means to catch a click and process it? Or is this "just" to display images?
#1340
selmiak, I think the first one (flat cup) is very good; only the background is a bit too busy. I don't like how the variants deal with the text placement, but the first one really is well done. Maybe a simple gradient fill for the "flat cup"?
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