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Messages - abstauber

#1861
Thanks for the replies.

@ProgZ: Hehe, the forground object ought to be a second bar counter which is indeed above the regular seating. Also the exit actually is on the right and that large guy guards it (and act as a bouncer). It seems like my plans of the bar aren't so obvious after all :)

@Evil: I'll give it a try. If I only had a convincing lightsource... maybe a burning cigarette?

edit



I've redone the drunk guy in the corner and apparently he now looks like gilbot :=
(or at least how I would imagine him, being drunk in a bar)

Although there is not lighting yet, do you think I'm on the right track? The background looks somehow lost without foreground objects  :-\
#1862
Hehe, I'm looking forward to this :)
#1863
Okay, here's a new version. I still think, the mess on the table looks a bit strange. I'm also having a bit trouble with the guy in the foreground, sleeping on the table. Yes, that's what this dark something should be ;)





Any ideas?
#1864
Thanks guys! That will hopefully do the trick.

It's not, that I've never been to a pub before... maybe I'm just not a good observer. But reading it now... it is sooo obvious :)
#1865
Alright, I've exported the docs as pdf and html. I've also updated the template with your tweaks.

btw. could anyone please move this to the modules/plugin section?
#1866
Critics' Lounge / How to get this place filthy
Wed 14/10/2009 15:24:51
As the talented art people of my project are all taking a break, I guess I'm back in charge for the art. Unfortunately I'm stuck with this pub. It should be a filthy place where only cheesy bands get the chance to play. Do you have any ideas how this place could come to life?



It looks a bit better with people on it, the guy on right is the owner.


Thanks in advance!
#1867
Hehe, maybe my subconscious didn't want to understand it, since the mouse anchor has been much easier to script ;D

Anyway, "print dialog option upwards" does the following, according to the Editor:
The first dialog option will be at the bottom, and the last at the top

Here's a new flag, that mimics this behaviour (I hope)
Code: ags

CDG.dialog_options_upwards=true; 


It does work in text mode as well as in vertical icon mode (without icon_sort_inv).
CustomDialogGui_beta3.zip

Btw. I'm getting kind of curious, how your GUI might look like ;)
#1868
I'm glad to see, that this bug is finally gone :)
Actually it's a good thing that you're yet learning to script. I bet, most users silently fix those bugs themselves rather than reporting it.

If I got you right, you like to have autosize with a fixed position featuring the mouse anchor.

Well, this should do it:
CustomDialogGui_beta2.zip

Could you please take a look and tell me if it works for you?
#1869
The Rumpus Room / Re: The MSPaint game
Mon 12/10/2009 11:51:26
Hey, I wasn't "photoshopping" :P

Of course including a photo from wikipedia isn't exactly what the paint game is all about. But making the cut-out with a white paintbrush is still quite paint-esque.

Well... thumbs up for reporting the breach of rules immediately.

Quote
*MSPaint Game: Using MS Paint to sketch the scene the previous poster asked for.

This should be updated from time to time.  ::)
#1870
Hi Tanique,

thanks a lot for you feedback. Here's a new beta which should iron out those problems with the highlighting:
CustomDialogGui_beta.zip

While I've been correcting the highlighting, I've stumbled upon a problem with the alignment of the arrow sprites. So now the arrow position is independent from the gui borders, but on the downside, you have define their offset yourself.

Code: ags

    CDG.auto_arrow_up_offset_x      = 5;
    CDG.auto_arrow_down_offset_x = 5;
    CDG.auto_arrow_up_offset_y      = 4;    
    CDG.auto_arrow_down_offset_y = 16;  


I've also added your requested anchor point:
Code: ags

    CDG.mouse_anchor  = eAnchorTopLeft;


So now, all you need is to set the mouse_anchor to eAnchorBottomLeft.

If everything's fine with the beta, I'll update the first post and make it "public".
#1871
The Rumpus Room / Re: The MSPaint game
Thu 08/10/2009 14:46:31


Next:  Star Wars... with Chipmunks
#1872
Good point :)

Although the transparency limitation is sort AGS's fault  ::)
#1873
Just in case you're using AGS 3, why not using this module:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=36706.0
?

That way your game would also work with the linux port.
#1874
Quote... and a new Template (thanks abstauber!!)
Yay ;D Thanks for adding!

As for the audiosystem:
I'd love to see a parameter to define the AudioChannel in Audioclip.Play and .PlayQueue. That way PlayQueued also would make a lot more sense to me :)

And I'd like to have an option to change the default volume for audio types by script. Right now, it's a little tricky to do this (like making a slider for music and sound).

But all in all it's great to have the new audio system. Writing audio code and raw drawing code is almost the same and makes a lot more sense. The concepts of the old audio system hasn't been changed since I've been around for the first time ;)
So yes, the new system is way more modern.
#1875
Awesome :D
Thanks for crawling through the code, I'll gladly base my work on your tweaked version!

Yep, the .odt file is the documentation, I've used OpenOffice 3.1 to create it. It's completely based on style sheets, so converting it to HTML should not be too much work. Converting it to .doc on the other hand might break these sheets.

#1876
The Rumpus Room / Re: Happy Birthday Thread!
Sat 03/10/2009 10:06:02
Happy Birthday, Helme!
#1877
*bump*

I've finally managed to create a manual for this template.
Now, could anyone of you native speakers please proof read it? I'm afraid, it's still full of spelling and grammar mistakes. The file is included inside the zip.

I've also removed the old and possibly copyrighted graphics and replaced them with my own work. So now it's safe to distribute this template with upcoming AGS releases.

Any thoughts?
#1878
Sure, go ahead :)
Although the GUI is not foolproof, I think I could answer most questions/problems related to it.

As for the stability, everything appears pretty solid - I'm using it in my project for quite a while now.
But I'm sure, more people like to test it, after the documentation is ready.

Right now I'm about to describe all of its functions (25 done, 22 more to come), after I'm done with that, I'm thinking about a tutorial.
#1879
If you are starting a new project, please consider using the succesor of this template over here: http://www.adventuregamestudio.co.uk/forums/index.php?topic=54762.0


Abstract:
  This template adds a 9 Verb GUI to AGS, 
  similar to the ones in classic LucasArts Games.
  The graphics included may be freely used and altered in any way.

Version: 1.6.4

Authors:
   Proskrito - first release
   Lazarus - rewritten for AGS 2.7
   SSH - rewritten for AGS 2.71 and AGS 2.72
   Rulaman - Maniac Mansion Starterpacks
   Lucasfan - Maniac Mansion Starterpacks
   KhrisMUC - AGS 3.0 conversion
   Electroshokker - doubleclick code

   Abstauber      current maintainer


Dependencies:
  AGS 3.1 SP2 or later
  custom dialog rendering supported in AGS 3.2 or later

Screenshot


Downloads
Compiled with AGS 3.4.3 P1
(scripts are compatible with AGS 3.2 and later)
http://shatten.sonores.de/wp-content/uploads/2019/04/9-verb-MI-style_1.6.4.zip

Github repository:
https://github.com/dkrey/ags_9verb-template

GUI-Graphics and Documentation
http://shatten.sonores.de/wp-content/uploads/2014/10/9verb_addon.zip

AGS 3.1 SP2 (not updated anymore, but the script is backwards compatible)
http://shatten.sonores.de/wp-content/uploads/2011/02/9verb_13_AGS31.zip


Revision History
... for the complete changelog, have a look at guiscript.ash
1.5    support for AGS 3.4
       added custom dialog rendering
       adapted eDirection to enum CharacterDirection (and removed eDir_none)
       fixed talk-to and pickup interactions on inv items
1.5.1  switched to 32-bit and D3D9 by default
        exit rooms via doubleclick now works on objects
        option to hide the main gui during dialogs
1.5.2  bugfix regarding inventory using keyboard shortcuts
         added option disable the doubleclick entirely
1.5.3  added (optional) talk-to for objects and hotspots
1.5.4  fixed label description
       Selected action is restored after unpausing
1.6    added running option
        removed invisble mouse cursors
        slight code cleanup
        removed obsolete dialog gui
1.6.1  added dutch translation
       fixed runnnig bug in scrolling rooms
1.6.2  More touchups on running mode
       minor bugfixes
1.6.3  Bugfix regarding roomclicks when gui is disabled

1.6.4 Option GUI wasn't translated if English is not set as default language

Have fun :D

Translations

Spanish - Josemarg, Unai, Poplamanopla
German  - Abstauber
French  - Monsieur OUXX
Italian - Paolo
Portuguese - Miguel
Dutch   - arj0n

If your language has not been added yet and you would like to help out: feel free to send us a PM or post in this thread
#1880
I'm planning to update my in-game options panel. But with the new sound system AGS 3.2, it seems to be a little tricky to differ between sound and music.

So I'd like to link the sliders to the audio folders and change their default volume with those sliders. Is this possible somehow?

edit
Well, I've kind of helped myself :)

Code: ags

int setMusicChannelVol(int newVol) {
  int i = 0;
  while (i<System.AudioChannelCount) {
    AudioChannel *channel = System.AudioChannels[i];
    if (channel.PlayingClip != null && channel.PlayingClip.Type==eAudioTypeMusic) {
      channel.Volume=newVol;
      return channel.Volume;
    }
    i++;
  }
}
int setSoundChannelVol(int newVol) {
  int i = 0;
  while (i<System.AudioChannelCount) {
    AudioChannel *channel = System.AudioChannels[i];
    if (channel.PlayingClip != null && channel.PlayingClip.Type==eAudioTypeSound) {
      channel.Volume=newVol;
      return channel.Volume;
    }
    i++;
  }
}


Although it only affect currently playing music and the currently playing sound effect. For newly played effects, I link the volume directly to the sliders value.
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