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Messages - SupSuper

#141
Quote from: yodaman11111 on Thu 01/06/2006 21:59:38
Can you make a GUI of "The Dig"? That one's kind of original.
Hmm, that's a tough one. Some of the GUI's semi-transparent and I don't know if you can make icon-based speech options.
Quote from: Ashen on Fri 02/06/2006 15:49:52
I agree with Steve - I'd like to see your own GUI with the best bits from the ones you've reproduced. (I think that's what he meant, anyway. I think it's a good idea, even if it wasn't.)

QuoteThe Full Throttle GUI has those "animated flames", and AGS doesn't support animations in GUIs (at least I don't think so).
You can animate Buttons easily enough (Button.Animate), but backgrounds are a little trickier. You can do it, though, using the GUI.BackgroundGraphic property, and rep_ex (_always if it's Popup Modal), which'd be a nice addition for a later version.

- Well there's the GUI I made for a WIP game, but I'd rather keep it exclusive to the game.
- Well I'd still have to figure out how to rip out the frames from the game, since it's hard to make an animation out of screenshots. :P
#142
Dammit, I was working on one of those and you beat me to it. Oh well, I'll keep mine for coding practice.
#143
Thanks for the interest. :)
Quote from: yodaman11111 on Thu 25/05/2006 22:58:01
Actually, it's sort of neat that he's doing this, but all the Sierra games pretty much have the same GUI, except with different style buttons. The GK1 GUI, however was neat. Especially how you could listen to conversations you previously had.
I know most Sierra games have a similar interface, but I wanted to start easy :P Also, I picked LSL1VGA since it has the more "original" SCI interface.
And I don't have a huge variety of adventure games (most are Sierra/LucasArts titles) so there's not a lot of GUIs at my disposal. Still, if you want me to take on a specific game just let me know. If it's one I don't have just get me screenshots of what I need and tell me how it's supposed to work, and I'll do my best.
Quote from: SteveMcCrea on Thu 25/05/2006 23:07:41
I'd be interested to see an original GUI from you too, with the best of the best.
What do you mean? ???

Anyways, this time I took on Full Throttle:
Inventory.
Verbcoin.
Control panel.
The only things missing are custom Quit, Save and Load windows (I just really hate making those :P), everything else is in there. Even pausing! The verbcoin works a bit different from the original one though, you just have to click to use it, instead of holding your mouse button down. Easier to code, I doubt anyone will mind.

Issues:
- You can control the max position of a slider's thumb but not the min position, which doesn't always work out right with a custom slider background.
- The Full Throttle GUI has those "animated flames", and AGS doesn't support animations in GUIs (at least I don't think so). Though that's probably for the best since I make these out of screenshots, I don't know how to rip out the sprites (or even sounds, since the flames also made a sound).
- AGS doesn't have checkboxes, though it's not a big problem since I easily reproduced them with regular buttons.
- The buttons aren't exactly like the original ones, since LucasArts' button don't "sink" when pressed, they just change the color of the text. And AGS doesn't support that. Ok so I'm just splitting hairs. :P

So, what do you think? I've also thought if I should try to reproduce other features like minimaps or minigames but that'd probably be getting too close to reproducing the full game.
#144
Is it possible to change a button's OnClick function at runtime? (through code)

Basically, I'm creating a customizable confirm box, and I'd like to be able to change what the Yes button does without having to use Global Variables or some such. Heck, if I could create a Win32 MessageBox function lookalike that returns whatever button is pressed, that'd be grand.
#145
I'd love to beta-test the game, or even translate it to English if you need help. :)
#146
Quote from: SSH on Tue 20/09/2005 10:44:42
A savegame with screenshots module/GUE that has a list of game titles and a single screenshot displayed, rather than my one that shows multiple screenshots at a time
Well since my game uses one of those, I decided to convert it into a module. I had a look at the guidelines for modules and tried to follow what I understood, hope I didn't do anything wrong. Instructions and more detailed info included inside.



v2.0 (Only for AGS v3.0 and later)
- New version for AGS v3.0
Download here

v1.2 (Only for AGS v2.72 and earlier)
- Added support for AGS v2.72 (v2.71 should still work)
Download here

v1.11
- Now you can also show/hide the GUI by changing the gSavelist.Visible, though I don't condone this :P
Download here
Mirror (Thanks Candle!)

v1.1
- Now you can overwrite existing saved games by selecting them
- The game now checks for the 20-savegame-limit
- No more problems with forgetting to turn on "Save screenshots in savegames"
Download here

v1.0
Download here
Mirror (Thanks Neole!)
#147
Quote from: SSH on Thu 25/05/2006 12:59:49
Quote from: SupSuper on Thu 25/05/2006 00:37:58
- The Control Panel buttons look rather ugly since AGS doesn't center button text vertically.
Maybe its new in the 2.72 beta, but it does:
Yeah it's only in the beta. I know that even though they're called betas they're fairly stable, I'd rather not use them.

Anyways, well, at least one member's encouraging me. Yes, I know there are already some modules and/or templates for this purpose. I've tried them. Some are German, some are rather old and buggy, and some aren't 100% accurate. In any case, my point isn't to replace them.

My point isn't to try to adapt old game GUIs to AGS, but the opposite. To find out exactly how the commercial games worked. To find out what's missing from AGS until I can create a 100% accurate GUI of a commercial game. And as Dave pointed out, it's good coding practice. I'd rather figure things out and code them on my own than use pre-made templates and modules.

If you think this is rather pointless, fine, I'll keep working on these on my own and not post my findings here.
#148
Merely an experiment I'm doing with AGS. Basically, I'm trying to reproduce the GUI of commercial adventure games with AGS. What's the point of this, you ask? Well, many:
- Giving remakers a starting point.
- Seeing how far AGS' capabilities can go.
- A good learning experience.
Or, most importantly, I'm dead bored. :P

I don't know if this is the right forum, if there's even any point of me doing this and posting this, but I'm still gonna do it. I understand there might be copyright issues, but somehow I doubt I'll get sued for using copyrighted graphics merely for demonstration purposes. Still, I hereby hold no responsibility on the use that others give to these GUIs.

But enough chit-chat. My first experiment. Reproducing the GUI of Leisure Suit Larry 1, the VGA edition. Here's some screenies:

Iconbar.
Control panel.
Inventory.

Don't mind the buttugly test room, it's meant purely for testing since I can't have a working GUI without a room. :P

This was purely based on screenshots, and not yet complete, so it's not a perfect reproduction.
All the buttons have normal/hover/pressed states like the Sierra ones and all the LSL cursors and help descriptions are in there, and it works just like the original. Or so I hope. Coded with the latest AGS and scripting techniques.

Issues I ran into:
- All of the GUI is "hardcoded" because AGS just wouldn't get things to work my way. For instance:
o The iconbar is a "Popup Modal" that I coded to work like a "Mouse YPos". This is because AGS' "Mouse YPos" automatically disappears after pressing a button and forces the Pointer cursor, which rendered the Help mode useless.
o To "simulate" the Help mode I had to make every button run a script, even those that normally just change the cursor.
- The Detail slider doesn't actually do anything since there's no such thing in AGS. :P
- The Inventory looks like the LucasArts one. This is because if I used the Sierra-like default, it'd be uncustomizable.
- The Control Panel buttons look rather ugly since AGS doesn't center button text vertically.
- Since AGS already uses Interact for selecting items in the Inventory, I had to use the unused Pickup mode looking like the Interact mode to reproduce Sierra's Interact mode in the inventory.

Things missing:
- LSL1VGA's fonts. I have no idea how to get those.
- Save/Restore/Quit dialogs haven't been changed.
- No Sierra icon in the About button in the Control Panel, dunno how to put that without a new button image.

I'll put up the AGS files if anyone wants to try it out themselves (just exporting the GUI probably wouldn't include the new sprites, cursors and script) and have a look at my sloppy coding.

Templates:
- Leisure Suit Larry VGA
- Full Throttle
- The Dig
#149
Wouldn't it just be easier to have some sort of Edit button in the Sprite Manager which would open the sprite in your favorite graphics editing program? At least it'd be faster than always going Right-Click Sprite > Copy > Open MSPaint > Paste > Make Changes > Right-Click Sprite > Paste.
#150
AGS Games in Production / The Legacy
Wed 03/08/2005 16:40:34
Six lives, one legacy...

Story-description-type-thing
The Legacy is a game set across six distinctive eras and locations around the globe. Play as six different characters as they attempt to uncover the mystery of the Legacy, as well as solving their own personal problems. From ancient Rome to a space station in the far future, the Legacy is a game that you'll want to play again and again.

Features
1. It's a classic style point and click adventure!
2. Distinctive dialogue for every interaction, no more generic "I can't do that!"'s.
3. A blend of different genres - comedy, period drama, detective noir, sci-fi and more.
4. Extras to uncover and Mini-games to find.
5. Totally rewritten GUI, for easier and faster use.

OMG Screenshots!


Lots of crazy responses!


When we say "every interaction", we mean it.


No boring grey dialogs here.

Team and Overall Progress

Founder/Writer/Concept Design: Utterly Mad
GUI/Scripting/All the work with AGS: SupSuper
Music: Paul.Power, M3ntal

Story: 100%
Scripting: 40%
Graphics: 0%*
Sound/Music: 10%

*All the art you see on the screenshots is temporary crappy placeholder art made by yours truly. Because:
WE NEED ARTISTS! Pleeeeeease. I've gone through 5 forums already and still no response, so I figured giving more details on the game would help. It doesn't need to be anything fancy, after all, the game's 320x200. If you can draw rooms, backgrounds, characters, ANYTHING, please contact me or just post. Trust me, if we end up being the artists, it won't be pretty.
#151
much thanks, the Wait(1) worked like a charm, as well as the game.text_align variable :D
#152
- I'm using the "Save screenshots with saved games" feature. However, the screenshots get saved with the Load/Save dialog on top (which isn't very helpful) EVEN if I close the dialog before using SaveGameSlot(). How do I fix this?

- Is there a way to get the text in Display() boxes to be center-aligned, instead of left-aligned?

- I've got the following bunch of code:
EndCutscene();
Text.SetText("");
gBar.Visible = false;
Display("England, Clement Manor : March 1839");

However, after EndCutscene(), the script jumps to the Display() line, not running the lines in-between. How do I fix this?
#153
(removed)
#154
Quote from: Pumaman on Thu 28/07/2005 20:46:36
It's the region tint that's the problem.

Look at region 0 in room 3, it's set to a Tint of (0,0,0) at 50%

However, because your game is 16-bit and the Roger sprite is 8-bit the tint cannot be applied and he's disappearing instead.

To resolve it, set the region back to have a Light Level of 100%.

If you want to use region tints/lighting, you'll need to import a 16-bit sprite instead of using Roger.

I'll look into adding some sort of check for this in the engine, because the sprite just disappearing is very unhelpful, a warning message at least would be handy.


thanks! that was just an attempt i did at lightning, but i ended up not wanting it. guess i didn't reset it right. again, many thanks, i was about to redo the whole room.
Quote from: [ ... ] on Thu 28/07/2005 20:21:58
Nice work with the story and the gui though... ;)
thanks. the Story/Concept Design is done by a friend of mine, he's a pretty good writer. i take care of the GUI/Scripting.

edit: btw, is there a way of deleting characters?
#155
Quote from: [ ... ] on Thu 28/07/2005 19:55:48
Your link seems broken, but are you sure you haven't ticked the "Hide Player Character" option for your room 3?

Also, you could copy all your room script code and create a new room and paste it there...
it's remote protection, just copy the link and paste it onto the address bar and it'll work.

also no, it isn't ticked.

also, i can't copy all the room script code since it's all attached to different interactions for different stuff on the room, so i'd have to go through all of them again and add Run Script to the interactions.
#156
I've got the weirdest problem ever in AGS. I'm scripting an adventure game with AGS 2.7 which, in the beginning, is kinda like an intro cinematic, since the player can't do much but dialogue and skip ahead.

However, for no apparent reason, my character disappears when it reaches room 3. I've checked all the scripting, tried changing the position it starts on, give it Walk commands, but nothing. The character can still talk as if he was there, though.
I've thought about deleting and creating the room again but there's already a lot of scripting in it, so I really don't want to do it all over again.

I understand this probably doesn't help much, so if you want you can download the game from here and see for yourself:
http://supremesuper.tripod.com/TheLegacy.zip (689KB)
Don't mind the crappy art, it's mostly placeholder until the artists get their part done.
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