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Messages - Tonal

#1
Hi everyone, I have finally got something together and it is working!

Thanks for your help and input with this. It took a while but I am new to this and have been doing this in my spare time.

If you are interested in what I had in mind I have made a little video with it working. Of course the graphics are all placeholders for testing but it shows the funtionality I had in mind.


I want to add charcter/object pictures so it is more obvious who is talking or what is being examined but this is the bare bones of the drag'n'drop note interface.

Now to use this to make a little whodunit murder mystery!

#2
@Snarky Great, thanks. That will be useful, I'll definitely have a look.

I have come up with something myself but I am doing a little debugging which I'm going to ask Crimson regarding as he has seemed to have discussed the problem in a previous thread. Just checked the thread again and it looks like it was helpful for you as well. Will defo look at yours as well though as you may have a better way of calculating character position on lines.

@Crimson Wizard Hi Crimson, this maybe pointless after I have had a look at Snarky's module but it can't hurt to ask just in case.

I was having issues getting the correct lines when clicking on the text. I searched the forum and I came across this thread:

https://www.adventuregamestudio.co.uk/forums/engine-development/incredibly-annoying-gettextwidth-vs-auto-line-split-behavior/msg636554187/#msg636554187

You mention padding for the overlay.createtextual function. Is this padding ubiquitous across all fonts and game resolutions? The padding on mine is 6 pixels, 2*3 pixel padding. Will this be the same across all fonts and game res?
#3
Ok, I'll have another look through your fancy code, see if I can dig anything up. I think I might be able to cobble something together with one of Crimson's suggestions, gettextwidth, along with String.chars and string.format. Or maybe String.substring. I'll have a play around.

Thanks both for your help.

#4
@eri0o Are you able to offer some advice on font, please? Do font characters have a standard width? If not, is there a way to determine the width of characters passed to the screen by a function in AGS? I cannot find one in the manual.

I am using Overlay.Textual to write to the screen but in order to find out which word is passed to the screen at which coordintate I would need to know the character width.

#5
@Crimson Wizard Smashing, another good lead. I will have a look, thanks. I had quick look through the AGS documentation to see if I could find out how it writes the text in the GUI Text Windows. This may help.

@eri0o That's not quite what I had in mind. That is a bit more towards the Golden Idol game play where you drag'n'drop key words to complete sentences.

I have more of a traditional point'n'click adventure game where you have a playable character that explores the rooms and talks to characters. The drag'n'drop element is to pull keywords from conversations/objects/environment and place them on a list, like the lists in Lamplight City or the Blackwell Series, to use in conversations with other characters. These keywords are kinda like the ones you would find in text parser games but you would click them from the list rather than type them in the parser. Hope that's a bit clearer on what I am aiming for.
#6
@Crimson Wizard Great, thank you. Some really useful advice. I will have a look at your module first and go from there.

@Khris Pretty dead set.

In fact, it is imperative to the type of game I want to make.

Basically I am looking to make a detective game. Detective games I have played either provide the text prompts automatically in a notebook, like Lamplight City, or the Blackwell Series, or have a text parser, like the Crimson Diamond, or the Laura Bow games.

The text prompts I find a bit rigid and guides you a bit much through detective games whereas the text parser has more freedom but does not have the organisation of the text notebook.

The way I would like to do it would be sort of a high-bred of the two, along with drag'n'drop interface of The Case of the Golden Idol. This would allow you to drag and drop keywords from clues found in items and the environment, as well as conversations with suspects, which you can then use to question suspects further. I think this would allow the developer to create a detective story with different outcomes to a multi-layered mystery depending on which keywords they find and follow. I think it could be good.
#7
Hello, I have searched the forums for a related post but I could not find anything.

Is it possible to add drag and drop functionality for text/words from GUI Text Windows through AGS Scripts or would this have to be added through a plugin?

What I would like to be able to do is to drag a word from a character's Text Window and then have that word dropped as a button in a list box which can then be selected for more conversation prompts with the character.

I have had a look in the manual but I could not see anything that would make this possible. I have also searched the modules and plugins but could not see anything similar. Just some posts on dragging and dropping objects.

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