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Messages - stuh505

#801
Ok, I've been doing some tests.  it's a little tricky, but I think it's all gonna work out - and with clean style.  RawDraw and GraphicOverlay both paint below the GUI layer, so I will have to make the inventory GUI invisible over the slots.  Then I will create an overlay showing the background of the slots to paint in the holes.  Then I will paint the actual inventory items over these.  The RawDraw's won't work because the images from them cannot be individually removed with an image ID like the Overlay images.  To complicate things, the "relative size" of my room is 400x300 (WHY!) even though everything is 800x600, so I need to divide all my coordinates by 2, which will cause some pixel rounding errors that will probably only be correctable by testing and adjusting exact coordinates.  Ok all sounds do-able.  

I would have it all done, but I just have a couple small technical difficulties implementing it.

1 - can't find where to put a script to execute upon the opening of the inventory GUI

2 - can't figure out how to access all the existing scripts for the AGS inventory system for modification; the edit script button brings up a bunch of inventory functions, but they are not ALL there...

3 - can't find where to put a script to have it execute whenever the mouse icon changes.  alternately, it could be running continuously and keep checking the mouse state.  (this isn't exactly for the inventory, this is for a cooler mouse system I am working on).
#802
Rick, wow!  Thanks for taking it upon yourself to write some of the function code for me.  I looked through it all, it all looks good except for 1 spelling error  :P  I have a few questions.

1 - out of curiosity, what does "dia" stand for?  I cannot think of a logical reason why you picked this! haha

2 - "export function dbAddInventory(int item, int where);
export function dbLooseInventory(int item, int where);"

I can't figure out what these 2 lines do.  Usually in the header we have include files.  The notation in AGS seems to differ from C++ somewhat here in the header....what with the
 and such, but export is the logical inverse of import.  Where is it being exported to?  Also, the "dbAddInventory" etc functions are not defined by you, and they do not seem to be in the list of AGS functions...so where do they come from?

3 -
Quote
  • Instead of using the inventory window widget script your own inventory display.  Display this information on  a GUI as LostTraveler suggests or use some other methodoloy such as overlays or raw draw.  
Hmmm.  Lost Travellers method of using a button to open up new GUIs is creative (thanks for that idea btw) and I might not have thought of it.  (Of couse, most of the functions you defined would have to be rewritten...but this is not a problem, I could do that.)  But if I can make it look professional...I want to.  So, can you direct me to information on how to use these "overlays" or "raw draw" ?  I have no idea what you are talking about  :P

4 - From your code, I can see that AGS defines every inventory item with a -1 (char doesnt own it) or 1 (char owns it).  Interesting.  I did not realize that.  I guess this is not a question
#803
Rick,

that is not really what I am going for.

I don't know if you've every played Diablo or similar games but that is the effect I am going for; a character silhouette with slots over respective body parts so that the player can visually equip an item to a part of the body.
#804
Hi, I want to display endlines in my text string outputted using the Display(" xxx") function.  I tried "\n" which is the standard C/C++ way...no luck.  When I separate into separate calls of the function it just pops up with a new window.  So how do I do it?
#805
Ok I see 4 options, in order of easiest to hardest.

1) There is a built in way to do this.  If this is true, please let me know.

2) Do it using multiple characters each representing a different inventory.  This would require that inventories for multiple characters can be displayed on the same GUI.  Possible?

3) Code my own inventory system into a GUI.  This would require a pre-existing function that allowed me to display the image of a sprite at specified coordinates on a GUI.  Does this exist?

4) If all else fails, I could make the inventory screen a ROOM rather than a GUI where the character was invisible.  This would require a similar function, one that could display an image of a specified sprite to specified coordinates of the room.  Does this exist?
#806
Thanks, I got it :)

this brings me to a more complicated GUI question:

I want my inventory system to be a bit more complex than 1 simple panel that holds a scrolling list of items.

I want to have 6 inventory slots, each of which can hold only 1 item; an outfit slot, a right hand slot, left hand slot, and 3 pocket slots.

I don't see any specific support for this mentioned in the manual.  It seems like it could be done by making 6 separate inventories and displaying an inventory box for each, without scrolling enabled and just have each one sized to fit 1 inventory icon sprite.

However, the inventory manipulation functions do not seem to show support for multiple inventories...is what I propose possible?
#807
Advanced Technical Forum / Making my own GUI
Thu 08/04/2004 05:57:31
I want to start by remaking the simple window that pops up to show text to the player when they look at things.  I've looked through a couple tutorials but didn't find anything specifically on this.  I've made an image which I want to use as the basic background.  

1 - can anyone direct me to an information source on this?
2 - is it possible to have the gui automatically change it's size based on how much text is displayed, or do I need to just figure out how much will fit, and pause/display on a new window if it overflows the current one?
3 - in the GUI editor, I cant see how to import a new picture for the background.  
4 - what settings would I need to adjust to get this thing working as the default GUI for popup text?
#808
Ahh...that's it.  I changed the other char's starting room to something else.  Is there any way to delete the other character?  There doesn't seem to be a delete button and right clicking doesn't seem to bring up any delete option.
#809
Hello,

I am fooling around trying to make my own character sprite.  My game is in 800x600 32-bit color.  I have background that meets these specifications, and my character sprite is 170 pixels tall.  I give the character a starting position at the bottom of the screen.  It starts there like it should, buuuuut....there is also a copy of the first sprite image in the center of the screen which stays there while I walk around.  Anyone else familiar with this problem?  

If my problem is not clear I can upload a screenshot for your viewing pleasure.
#810
Haha, thank you both you two  :P

it seems that AGS is the way to go.  I have already downloaded it and am just barely starting to play around with it, I didn't realize it was so versatile.  I am especially surprised to hear that it can support 32-bit color, I thought it was mandatory 256!
#811
Hello all,

I have designed a detailed plot that I'm ready to make into an adventure game.  But before I go all the dirty work of the art (which I am considering rendering in Studio MAx which means hundreds of hours of labor) I want to make sure that I will be able to implement things the way I am expecting -- and if not, it might require slight changes to the story and consequently to the artwork.

I have a general idea on some of these questions, but since I have never used AGS before (but have used other C++ orianted game design engines), I want to double check.

1 - will it be possible to have the main character swap between different sprites to show that he is wearing different clothing?

2 - will it be possible to report x/y locations of characters/sprites

3 - will it be possible to run continous scripts on the current room.  in other words, can I make an infinite loop that checks the state of a variable, so that as soon as the variable changes an effect occurs...or do all of my effects have to be direct action/reactions?  (this one I would use to have NPC sprites which might follow or block the character)

4 - will it be possible for the player to enter text which can be parsed within the language  (for instance, the character needs to type a special word to open a door) ?

5 - will dialog options be possible, or will your character be forced to follow a predefined conversation tree?

6 - will it be possible to script it so that looking at an inventory item reveals a close up of the object (for instance, a detailed map of the game world) ?  (I am thinking this would be achieved by making the map be a "room", and then transporting the character there but making him invisible and immobile, and then when the character clicks, teleport them back to the previous room they were in at the same coordinates)

7 - I am pretty sure of this one already...but just to verify....it is possible to customize the look of the popup window which displays messages to the player?

8 - any possible way to convert to 32-bit color (this would better take advantage of the high quality rendered scenes)

9 - is it possible to have a introductory screen (showing the game title or something) using built in functions, or would this have to be crudely done using some room-manipulation technique with an invisible character?

Thanks in advance,
Hope to share my game with you sometime soon.
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