LucasArts GUI Help Thread (NEW Scumm GUI Available!)

Started by TerranRich, Fri 01/08/2003 06:04:47

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Proskrito

i did it the lazy way: i just set a low sacaling level in the walkable areas of map rooms : )

monkey0506

You did what??? Sheesh. Lasy ... person... How am I supposed to get an idea to figure out what I'm trying to figure out how to do if you didn't previously figure it out? I'm actually using this GUI for a game I'm making, and I looked at "your" method. It wouldn't work. Oh well, I guess this is something I'll have to do for myself. (Not that I've been able to copy a lot from you, but you did help me out, without knowing it, a lot with the SAVE and LOAD GUIs). But don't worry, you'll be in the credits. One of those "And additional thanks to:" guys... =P

Scummbuddy

Proskrito didn't change Guybrush's view. He just made the walkable area have a very small percentage of a scale size. Is that what you mean?
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

monkey0506

Thank you for stating the obvious...

Yeah, I knew what he meant, I just couldn't believe the sheer laziness of that method. Now I have to figure out how to set the view of any character in a room that's a map...

Scummbuddy

Still stating the obvious, then:
in the interactions menu: before room loads -> setcharView
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

monkey0506

Yes, I've read the help file on that. But, would I then have to call SetCharacterView for every character in the room? Because I want to have a lot of characters in the room at the same time, like in SOMI...

Ok, nevermind. Apparently:

SetCharacterView(StringToInt(character), 4);

works... I didn't figure it would. But now for some reason I can't get Guybrush to walk around. I set up walkable areas, and for a while it was working, but then I changed something and it quit. I'll get it figured out eventually... I just never figured that the variable character would help me out like this...

Proskrito

im happy the templates helped you : )
If you dont like the small scale method, then the only way to do it is what scummbuddy said, im afraid.
That thing you did doesnt seem to make much sense, and it could lead to problems. StringToInt needs a string as parameter, and 'character' is one of the most used ags arrays, so if you declared a string called 'character', you could have problems later with that array, and if you didnt, you are passing an array to that function, not a string (i hope i made sense). So i think you'd rather remove that thing and follow scummbuddy advice. (who, btw, im sure wrote setcharview to abbreviate).
If you have to change several views in different places, you could make a custom function to avoid repeating code and wasting time.

monkey0506

#207
I'm using the array because I need for every character in the room toÃ,  be set to the same view... I initially tried SetCharacterView(character, 4), but that produced a compiling error: "String with non-string", so i just made it into an integer. It works in any case. That's all that matters. If I have to change it later I'll find a different method when that time comes.Ã,  :P And I did have it to where the characters could walk around, but I somehow managed to mess that up... And I know that he's on a walkable area, I even used a MoveToWalkableArea(... wait... I wonder... Nevermind. I think....

EDIT: Ok, now my maps work 100%. For some reason I had the label GUI for my maps set as a Popup Modal GUI, which paused the game. But I fixed that. Now then... Where was I?

Proskrito

well, its your game after all, but 'character' is an array, not a string, and its called with an index (like character[INDEX].room). I know nothing about scripting but seems like a wrong thing to do.
You call SetCharacterView once, and it changes the views of many characters? seems so strange. And StringToInt is for translating a string of numbers into a int, so all that does not make any sense.
i think something that would do the same that you want would be:

int i=0;
while (i < MAX_CHARS){
SetCharacterView(i,4);
i++;
}
and it would change the views for every character from #1 to #MAX_CHARS (change it to the last character # whose view must be changed)

but, well, its your game after all, and you always can do whatever you want.

monkey0506

#209
Ok... The last time I tried to explain what I think is happening, I got logged out before I finished. So, let's try this again:

I think (yes, that could be the problem), that the reason StringToInt(character) appeared to be working (which it does not), is this. character is an array, and because it's possible values are strings which relate to integer values, "character" would export string values. i.e. SetCharacterView(character[EGO], 4) would return something like "SetCharacterView(EGO, 4)", but the first parameter is a integer, not a string, so I used StringToInt. StringToInt would then convert EGO (which has a numerical value of "0") to "0". Then, it would set the character view. *Then, it would continue running the character names [EGO, GBRUSH, CHAR, ETC] through this same statement until it had changed the views of all the characters.* *Or, perhaps, since there was no value defined for character it ran it as character[0] [EDIT: That looks strange, it should be "character [ 0 ]" without the spaces...] (but would that produce a string?)* In any case, the code was faulty which I realized when I tried to put a NPC in the map room. Proskrito's code works, and although I don't like the fact that I have to manually store the maximum number of characters, but, it works...

EDIT: Just to clarify, I do know that had I used the actual values, i.e. character[EGO], it would have compiled and run correctly, and it is only because I didn't specify a character that it either ran character[ 0 ] or ran all of them and produced the integer 0.

Scorpiorus

Quote from: monkey_05_06 on Sat 11/12/2004 13:47:34Proskrito's code works, and although I don't like the fact that I have to manually store the maximum number of characters, but, it works...
Btw, AGS 2.62 introduced a way to get the number of characters. See a GetGameParameter function in the manual for more info.

monkey0506

Ah... Thanks! Now I don't have to worry about updating that variable every time I make a new character!  ;D

Roggan

Quote from: Mats Berglinn on Tue 17/08/2004 18:08:12
I have encounter a strange error when try the templates and this problem haven't happened before.

While testing them, when I try to click anywhere when the character is suppoused to walk the templates crashes with this message:

An internal error has occured. Please note down the following information.

If the problem persists, contact Chris Jones.

(ACI version 2.61.747)

Error: run_text_script1: error -1(Runtime error: wrong number of parameters to exported function 'unhanded_event') running function 'unhanded_event'

I'm using the 2.61 version. What could be wrong?

I'we got the same probleme, anyone know what i have to do ? Thx

Proskrito


nameless_monster

Not sure if this is QUITE the right place for this (new guy - duh!), but I'm working on a Lucas-like AG - thing is, I want it to work JUST LIKE the desktop adventures (Indiana Jones and his Desktop Adventures and/or Yoda Stories).  I've found NUMEROUS AG editors (and have been working with a few), but they're all having me work in a sideview format and I'm wanting the topview like the Lucas games.  I KNOW a desktop Adventures Editor exists, but cannot find it ANYWHERE.  If ANYONE can help - it would be SOOOO appreciated!!

Thanx!
David

Gilbert

I've never played the desktop adventures, nor do I know how they're like, but judging from what you had mentioned, they're top view with tiled backgrounds like the console RPGs right?
In that case, I think most engines capable of making such kind of RPGs should do it (like RPG Maker, or Verge, etc.).


That doesn't mean you can't make it with AGS with some effort though...

Nick Dangerous

It's surely possible to do this via AGS. But you'd have to program all the controls and interaction handling. For this purpose, I'd take a look at RM2k or other versions of the RPGMaker. It's intended for RPGs but fits this purpose better.

Foolish Koala

I am using Proskito's DOTT tempelate and it works fine while I am using the program the first time, but as soon as I load my game I get a slew of scripting errors all of which seem to be undefined symbols. This renders all of my work on the game useless if I ever have to quit. Any one else have this problem? Any way to fix it?
(Sorry if this has already been asked I went through a few pages and didn't see it anywhere.)

monkey0506

It's probable that it was compiled with an older version of AGS which is causing the problem, but you'll have to ask Proskrito on this...

Foolish Koala


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