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Topics - Lemonhead

#1
This template uses a left-click interact right-click examine interface, similar to the interfaces used in BASS and Daedalic's games.

It comes with a number of features like:

  • non-blocking walks (courtesy of Khris' GotThere module)
  • exit cursors + double-clicking to teleport to exits (courtesy of Khris' double-click code)
  • show-all-hotspots GUI
  • inventory window that slides in and out (opens and closes without the need for any clicking)
  • navigation map
  • the full set of menus with more customisation options
  • saves which include date/time and screenshot
Made for AGS 3.2.1, compatibility with other versions unknown

Changelog:
v1.1

  • Expanded menu options (e.g. more volume and speed controls)
  • Inventory is now properly translucent (32-bit)
  • Panel GUI colours now easily customisable with dynamic sprites
v1.2

  • GoThere module now makes sure player character faces the right way after walking
  • GoThere functions better explained in dialogue tutorial
  • Saves now include date/time and screenshot
v1.2.1

  • Improved save code
v1.3 14-07-2013

  • Fixed major bug that gets rid of inventory window completely when Esc is pressed with it open
  • General code optimisations and improvement of save function
v1.3.1 07-10-2013

  • Fixed bug where game crashes in the absence of readme.txt
  • Speaking cursor is now used when mouse hovers over characters
v1.4 19-10-2013

  • Added alternative function to manually specify the direction that player character should face after reaching the walk-to point
The current limitation of the non-blocking walks / GoThere module is that the walk-to points have to be set in walkable areas, meaning that walk-to points have to be manually specified for objects and characters. If anyone can figure out a simple and reliable way to find the xy co-ords in a walkable area closest to any given co-ord (i.e. where the PC will stop after being told to walk to a point in an unwalkable area), we might be able to simply use the x and y properties of the object/character and mouse.x and y for hotspots whenever the walk-to points/properties are undefined, making things easier for developers as they would only have to define the points in special cases.


Demo graphics courtesy of Reality-on-the-Norm

Download template here (demo game included)
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