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Messages - abstauber

#321
Problem 2 can be solved easily, just set the game.text_shadow_color to 15.
http://www.adventuregamestudio.co.uk/forums/index.php?topic=53261.msg636530733#msg636530733

Have you tried the WFN Font editor:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=48527.0
Maybe it can help fixing your fonts.
#322
Okies. I've backported the running option to this template 8-)
For this I had to change the cursor handling a little. In the previous versions of the template, when you clicked somewhere, the mouse cursor was hidden, until you the action was cancelled or done.
Now the mousecursor is shown the whole time. I checked back with SCUMM VM and I didn't find a case why the mouse cursor was hidden in the first place. It was only hidden during cutscenes. So in that case you would have to hide the cursor yourself.

I've also removed a code chunk from the rep_exec, since I had no idea why it was added in the first place.
#323
@Calin & Snarky:
It is a tad more than just a label following the mouse cursor, although it is true that it isn't actually visible on the screenshot.
The "action label" also show the default action for the location and switches to the chosen action upon mouse click.
It stays that way until:
- you cancel the action
- the action is executed and done
- you move the mouse away from the location

The SCUMM mode always displays the chosen action until you click something or the action is done. It is a bit hard to explain - just try it and you will see ;)

@Selmiak: Do you have a particular feature in mind?
As long as the "normal" template is being used, I will maintain it. But the purpose of this template is to replace the older one.
I might integrate the running stuff in the 9Verbs MI-Style template at some point. Done

@CaptainD & Mehrdad: Thanks :)
#324
This is the long overdue overhaul of the classic 9 Verbs template:
Tumbleweed Verbs!

Here are a few highlights:

Thimbleweed(tm) mode


A new save&load system


...while offering the classic SCUMM experience


And it still speaks your local language... sort of ;)


A more complete feature list:
  • cancelable interactions, no need to wait until the character reaches the object/hotspot etc
  • doubleclick to exit locations
  • all new template graphics
  • contains a scrollable dialog gui
  • running with a double click
  • contains a nice door script in case you have lots of those
  • customizable: invent your own verbs, remove a few or add even more
  • helps with unhandled events
  • player follows the cursor while running (if the mouse button is pressed)
  • complete code cleanup: all functions are in structs
  • all settings can be reached and modified anytime
  • all settings are conveniently grouped in a separate script file
  • translations available for Spanish, German, French, Portuguese, Italian and Dutch
  • includes two demo rooms to get you started
  • it comes with a manual :)


Code
https://github.com/dkrey/ags_tumbleweed

Download
https://github.com/dkrey/ags_tumbleweed/releases

Documentation
https://github.com/adventuregamestudio/ags-manual/wiki/Tumbleweed

For historic reasons, here's an outdated version of the manual ;)
http://shatten.sonores.de/wp-content/uploads/2017/05/tumbeweed_doc.zip
#325
Thanks :)
I'm trying to recreate most features of Thimbleweed Park - I even bought the game for this purpose :D

Implemented features are:

  • double click to run
  • Keep-left-mouse-button-pressed-to-keep-character-walking ;)
  • Switch between the classic UI and the new one (with the action label following the mouse) during gameplay
  • new Save/Load GUI with screenshots and automatic description

But on a downside (for all upgraders) I took the liberty to restructure the whole module, so upgrading an existing game will be a huge task.
So if you just need the running feature, it might be easier to just backport it to the recent template.

I might also experiment with some kind of compatibility layer between the new struct and the old functions.

#326
Critics' Lounge / Re: Critique on Background
Thu 27/04/2017 07:15:19
You might consider including some perspective guidelines. Currently the scenery is all about avoiding perspective ;)

To make the background really interesting, you need some elements that guide the viewer into the scene. Or you could add some darker forground elements like branches, tree stumps, mushrooms etc.
#327
Great to hear. Don't forget, that you need to call
Code: ags
GetLucasSavegameListBox(SaveListBox);

as well, if you show the Save GUI.
#328
Do you call       
Code: ags

GetLucasSavegameListBox(RestoreListBox);

before you show the Restore Gui?
#329
I'm currently rewriting this whole template.
The following would be great to know:
Is anyone actually using the door scripts or is it save to remove them?

Edit: Nevermind, I included it, but as a separate struct.
#330
CasearCub's artwork already doesn't leave much to be desired.
The only icons I think could be improved are 'Quit' and 'Options"

[imgzoom]http://shatten.sonores.de/wp-content/uploads/2017/04/casesar.png[/imgzoom]
btw. this is not an entry ;)
#331
[imgzoom]http://shatten.sonores.de/wp-content/uploads/2017/04/room1_3.png[/imgzoom]
It is getting somewhere.

Feel free to add bunnies, chairs and stuff on a separate layer ;)
#332
Next iteration. Does anyone have a good idea for foreground objects?
[imgzoom]http://shatten.sonores.de/wp-content/uploads/2017/04/room1_2.png[/imgzoom]
#333
Beneath a Steel Sky :wink:

@Selmiak I would also prefer the silver palette.
#334
Thanks Hobo. That looks much better.

Here's a little teaser of what I'm currently doing 8-)

[imgzoom]http://shatten.sonores.de/wp-content/uploads/2017/04/scumm_mockup.png[/imgzoom]
#335
In the meantime I started to work on a room. It is far from being completed, but maybe somebody wants to join the fun.
[imgzoom]http://shatten.sonores.de/wp-content/uploads/2017/04/room1.png[/imgzoom]

It is drawn in this palette:
https://github.com/geoffb/dawnbringer-palettes/blob/master/DB32/db32.png
#336
The Rumpus Room / Re: Name the Game
Thu 20/04/2017 12:41:43
No pixels, no clue ;)
err.. Total Anihilation?
#337
Ah okay, like scanning the image with GetPixel.

Well... pre-rendered palette cycling will continue to work just fine.
#338
QuoteBTW, it is easy to script a function that would replace the colors on dynamic sprite according to certain rule
In realtime AGS SCRIPT?!

That would be mindblowing - colorcycles could finally be done again...
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