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Messages - daniel

#1
thanks abstauber,

i guess i'll just continue with the "old" template for now and maybe migrate at a later point...
actually the one thing that i like most from the new template is that the action/info is displayed over the cursor instead of an action bar.
is this possible in the 9-verb template somehow?
#2
this looks awesome abstauber!

noob question:
how do i go about updating my game from the 9-verb template? i can't seem to figure out how i can import this template into my existing game:D
i already have custom UI graphics, colors, fonts etc. in place. i suppose this is going to be a bit of a pain? :-\

p.s. i noticed in both your templates, when you look at something you can click the mouse to skip a line of text. however in lucasarts games when you look at stuff you can still move while the text keeps displaying. i feel this really helps the "flow" of the gameplay. would it be possible to achieve this in AGS as well?
#4
ok thanks for the info...:)

btw. is it possible to add an unhandled event for specific inventory items?

i.e. with a knife in the inventory, whenever it's used on an unhandled object i'd like the character to say "I don't want to cut that" instead of a super-generic phrase.
#5
yeah i was afraid it would be something like that, too bad...so no way around it at this point i guess?

if the inventory items could have 29 characters as well i'd be fine...i'm 3 characters short!  :-\ :P
#6
thanks,

i found the source of the first issue. for some weird reason i had set "walk to" coordinates for hotspot 0 in the AGS UI...:D don't ask

as for the second issue...i checked the ActionLine on the gAction UI and everything seems to be fine. i also didn't change the font or mess around with it in any way.
what seems to be happening is that the names of inventory items get cut off after 24 characters. i also tested it in the alley sample room...same thing.

p.s. i noticed that at the end of "function any_click_move" is a "Wait(5);" command...any specific reason why this is there? from what i can tell, all it does is cause the game to block for a fraction of a second every time the character reaches his destination...which felt kind of "glitchy" to me t.b.h.
#7
hi again,

i noticed another peculiar thing that i can't figure out...not sure if it's actually related to the 9-verb template

when i click on a verb (i.e. "use") and then click on an empty spot on the background the PC always walks to, what seems to be, the center of the background...the game also gets blocked until he's there. it doesn't matter where i click (as long as there is no hotspot or anything). he always walks to the same spot. any idea why it's doing that?

also: is there a limit to how many characters can be displayed in the action bar? i have an item that has a pretty long name and i noticed it gets cut off in the action bar even though there's still plenty of room left.

cheers
#8
thanks! i'll give it a shot later today:)
#9
Quote from: abstauber on Wed 03/05/2017 13:04:08
Yep. This can be configured globally in guiscript.asc.

perfect, thanks!:)

btw. what's the quickest/easiest way if i want to update my game to the latest version of the 9-verb template?
#10
ok, here's a quick follow-up question.
i got everything to work as it should now...almost.

when starting a dialog using
Code: ags
Dialog.Start()
AGS seems to move the PC towards the NPC.
so when i do this
Code: ags
else if (UsedAction(eGA_TalkTo)) {
    if (any_click_move (413, 131, eDirectionRight)) {
    dDialog.Start();
    }

the character moves to the NPC and then returns to the given coordinates before starting the dialog.
is there some way to supress this? what if i want the characters to stand really far apart while talking?
#11
Quote from: abstauber on Wed 03/05/2017 10:16:35
Since we use "AnyClick" the player doesn't automatically walk to characters anymore. This also applies for hotspots, objects etc.


aaah, i see:)
thanks!

might i suggest adding this to the sample function in GlobalScript.asc to avoid confusion for noobs like myself?;)

something like this:
Code: ags

/* Character, Object, Hotspot full blown SAMPLE
function cChar_AnyClick() {

  // WALK TO
  if (UsedAction(eMA_WalkTo)) {
    Go();
  }
  // TALK TO (characters only)
  else if (UsedAction(eGA_TalkTo)) {
    Unhandled();
  }
  // LOOK AT
  else if(UsedAction(eGA_LookAt)) {
    Unhandled();
  }
  // OPEN
  else if(UsedAction(eGA_Open)) {
    Unhandled();
  }  
  // CLOSE
  else if(UsedAction(eGA_Close)) {
    Unhandled();
  }
  // USE
  else if(UsedAction(eGA_Use)) {
    Unhandled();
  }
  // Push
  else if(UsedAction(eGA_Push)) {
    Unhandled();
  }
  // Pull
  else if(UsedAction(eGA_Pull)) {
    Unhandled();
  } 
  // PICKUP
  else if(UsedAction(eGA_PickUp)) {
    Unhandled();
  }
  // GIVE TO (characters only)
  else if(UsedAction(eGA_GiveTo)) {
    Unhandled();
  }  
  //USE INV
  else if(UsedAction(eGA_UseInv)) {
    Unhandled();
  }
  else Unhandled();
}
*/

#12
thanks, i actually did read the 9verb documentation but it's a lot to take in for someone like me who's never coded anything before. a lot of that stuff is still greek to me.
i'll try that "if-clause" thing tomorrow but it sounds like that should solve it. :)

i was not talking about the player character not being clickable btw. (of course i do not want him clickable)
it's all the NPC characters. they are "clickable" (their names show in the action bar) but when i left-click them the player doesn't walk up to them.
#13
EDIT:

in case somebody else runs into the same problem here's what was wrong:

1. i set "WalkToPoint" coordinates for the hotspots in the AGS properties window which caused a blocked "walk to" to be called when left clicking on them.

2. i failed to set the (eMA_WalkTo) action in the AnyClick function of characters/hotspots.
i.e.:
Code: ags

if (UsedAction(eMA_WalkTo)) {
    any_click_walk (238, 124, eDirectionRight);
  }


3. i didn't use if statements to avoid calling code that should be canceled along with the action
i.e.:
Code: ags

if(UsedAction(eGA_LookAt)) {
    if (any_click_move (391, 123, eDirectionLeft)) {
    player.Say ("blablabla.");
    player.Say ("bliblibli.");
    }
  }


-----------------------------------------------------------
hi,

i've done a search on this but all the answers i found seem to deal with vanilla/standard AGS functionality. i suppose it's a bit different with the 9verb template...

problem:

1. left clicking on a hotspot moves the character but blocks the game (cursor disappears)
2. left clicking on a character does nothing at all
3. using any interaction (open, talk to, etc.) walks the character over but once again the game blocks. the action cannot be cancelled.

what i would like to happen:

default lucasarts game behaviour: whenever a command is given (walk to, open, talk to,...left click or right) the character should walk over and only once it starts talking/interacting should the game "block".

it DOES behave correctly when using the "look at" (UsedAction(eGA_LookAt) function...
however this brings me to another question on the same topic:

for example, when the character has more than one line of dialogue when looking at something or any other action follows the initial "any_click_walk_look" command and the action is cancelled the script continues. how can i keep this from happening?
example:

Code: ags

if(UsedAction(eGA_LookAt)) {
    any_click_walk_look (203, 124, eDirectionRight, "bla bla bla"); //this can be cancelled successfully
    player.Say("bli bli bli"); //anything after still gets executed
    Wait (40);
    player.FaceDirection (eDirectionDown);
    Wait (20);
    player.Say ("blo blo blo");
}


in this case when the action is cancelled the character will still say "bli bli bli", face down then say "blo blo blo"...

cheers
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