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View Code? Open in Web Editor NEWTumbleweed verbs - a 9 Verb adventure game GUI for AGS
License: MIT License
Tumbleweed verbs - a 9 Verb adventure game GUI for AGS
License: MIT License
Hey, I don't remember if a release was made of the latest custom dialog, but I think it's a good idea to upgrade the version here to the version in main there: https://github.com/dkrey/ags_customdialog
Hello,
In the Spanish Localization, when you assign the keys (verbgui.asc:1201
):
...
Verbs.LocalizeActionButton(eLangES,eGA_GiveTo, 145, 146, 'y');
Key doesn't follow the "block" it should be z instead of y (I think)
Verbs.LocalizeActionButton(eLangES,eGA_GiveTo, 145, 146, 'z');
Thanks for your work!
Kind Regards,
Juan M. Casillas
Here:
ags_tumbleweed/GlobalScript.asc
Lines 47 to 48 in 411d3e1
The "if" clause does not have a proper ending, and because of it the next condition never triggers.
Most probably the first if
line should be simply removed.
It seems that the fonts used in this template were prepared for the old AGS behavior, where it would shift letters down a little.
After 3.6.0 update all fonts got their property "TTF font adjustment" set to "Do nothing", but the fonts themselves remain same. This caused the GUI texts (labels, buttons) slightly offset by 1-2 pixels vertically.
Example:
Template of AGS 3.5.1:
After updated for 3.6.0:
The solution is either:
_blank.crm is a redundant file that is not used for the game. Maybe it was used in older editors as a room template (no idea), but today room templates work differently.
Hi, someone reported this in the forums: https://www.adventuregamestudio.co.uk/forums/index.php?topic=60251.0
Hello guys, I was testing a few things, I'm trying to get some kind of door lock when closed like no door handle from one side.
I think I misunderstood the documentation or there's a bug for Doors:AnyClickSpecial
When using the function for Door interaction and checked the closevalue=2 and I assumed that status would be re-locked (when closed - after being closed), not Locked Forever.
If this is the case, then I was wrong, and all is good and working as expected.
I think it's about these lines here:
Lines 2259 to 2269 in 411d3e1
I am not familiar the doors part of this template, so I could not understand much of the problem, decided to open this in case it's a bug
Hello,
In spanish, Push is "Empujar", and this is a long word. Push is a 50x12 icon, so pity.
I manage the problem "swapping" the buttons in the spanish localization. I swap
Push with Pickup (in spanish, pickup is "coger" a short word) I do it changing
verbgui.asc
(on line 1199
, just before "yes/no" keys mapping):
I put this:
String tr_lang = GetTranslation ("GUI_LANGUAGE");
tr_lang = tr_lang.LowerCase ();
if (tr_lang == "es") {
// change use and push (for string length)
Verbs.SetActionButton(eGA_PickUp, verbsData.guiMain.Controls[6].AsButton); //3
Verbs.SetActionButton(eGA_Push, verbsData.guiMain.Controls[3].AsButton); //6
// pickup becomes in the position of PUSH
// push becomes in the position of PICKUP
}
I leave alone the rest of the translations. It works as expected, using the 56x12 icon slot
for the long word.
Kind Regards,
Juan M. Casillas
Following is a list of possible changes for 3.6.1 version of the template. But I will leave the decision to the template maintainer(s).
SetRestartPoint();
call in game_start
if this template is using default restart save slot 999. The engine no longer creates one on start, so this has to be done in script now. This is optional.#ifdef/ifndef
pairs may be replaced with #ifdef/else
.In regards to interaction callbacks, these may be tested in a blank game or by adding more, but overall, using examples from original ticket adventuregamestudio/ags#2061 :
The event functions will have following prototype for Characters, Objects, Hotspots and InventoryItems:
function cEgo_Interact(Character *c, CursorMode mode)
function oMyObject_Interact(Object *o, CursorMode mode)
function iBlueCup_Interact(InventoryItem *i, CursorMode mode)
function hSomeHotspot_Interact(Hotspot *h, CursorMode mode)
Hotspots have 2 special events without CursorMode param, these are "Walk onto" and "Mouse over":
function hHotspot2_MouseMove(Hotspot *h)
Regions do not have CursorMode parameter, because their event types are different, not related to interaction mode:
function region0_WalksOnto(Region *r)
Lines 1383 to 1387 in 411d3e1
Hi there I see that there's 2 words that are quite confusing, I've tested with several people and everyone was confused.
Restablecer
(for Restore default values
) and Volver
(Unpause game
)
I would suggest to say, Default
and Jugar
verbsgui.asc
btnOptionsDefault.Text = "Default";
btnOptionsResume.Text = "Jugar";
Hello (this is the last issue, I promise you, at least for today ๐ )
When you start a new subdialog (calling a dialog from another one) I get that the subdialog starts scrolled to the last element. I didn't want this. I check the options, but looks good (the first dialog shows ok). So I read a little the code and found that in (CustomDialogGui.asc:317
) (getRowCount
) when you calls a submenu,
CDG_options.scroll_from
is equal to CDG_options.scroll_to
so I put the following fix:
(CustomDialogGui.asc:369
)
if (CDG_options.scroll_from == CDG_options.scroll_to) {
CDG_options.scroll_from =1;
}
It works in all the cases. I don't know really why (I'm new to AGS and still learning the framework) but ... it fixes my problem.
Thanks for your work.
Juan M. Casillas.
I found this randomly browsing the template's code:
ags_tumbleweed/GlobalScript.asc
Lines 50 to 52 in 359e6e7
If a save is restored, the player character gets forcefully moved to a walkable area.
I think this is a potential logical problem, as a game could have been saved during a sequence where character was placed onto a custom non-walkable spot, or was moving outside of the walkable area with eAnywhere argument.
On another hand, teleporting character to a walkable area on enter room event may conflict with user's plan to have it behind the room borders for a cutscene, and ordered ChangeRoom with precise coordinates. So I've got doubts about this fixup's convenience also.
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