Interface question - Frage zum Interface

  • #1, by Marian77Sunday, 04. May 2014, 23:18 6 years ago
    Hallo,

    für mein Spiel möchte ich ein einfaches Interface. Linke Maustaste Interaktion und rechte Maustaste Ansehen. Auf jedem Objekt soll auch nur eine Interaktion möglich sein. Also bei geschlossener Tür geht nur öffnen und nicht sprechen oder sonst was. Dazu reicht das Interface ja auch aus. Ist es da aber trotzdem möglich, den Cursor eine passende Aktion anzeigen zu lassen? Also bei Gegenständen, die genommen werden können eine greifende, wenn etwas benutzt werden soll drehende Zahnräder, wenn man mit einer Person spricht ein sich bewegender Mund. Bei Objekten, die man nur ansehen kann, kommt eine Lupe. Geht so etwas ohne Lua?


    Hi,
    I want a simple Interface for my game, left mouse button interact and right mousebutton look at. I only want to allow one single interaction for every object. For example, a closed door can only be opened, it can't be talked to. For this the interface will be enough. But anyway I would like the cursor to show the appropriate action when hovering over an object. Items that can be picked up should have a grabbing hand, for using something turning wheels, persons a talking mouth. Objects that can only be looked at, a magnifying glass. Is this possible without Lua?

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  • #2, by afrlmeSunday, 04. May 2014, 23:24 6 years ago
    yeah.

    http://wiki.visionaire-tracker.net/wiki/Control_Interfaces
    http://wiki.visionaire-tracker.net/wiki/Single_Click_Interface

    You create a single command which will be used for left click interaction, right click already exists in the list of available commands.

    Then you just define what left &/or right clicking on an object, item, or character will do. To change the cursor icon you use the on mouse enter & mouse leave actions on each object & include the set cursor action part.

    The first link I provided above is about the different types of control interfaces that can currently be made for Visionaire Studio. The second link is a small guide on how to create the single click interface aka the broken sword interface system.

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  • #3, by SDMonoMonday, 05. May 2014, 00:17 6 years ago
    Just what I was looking for... cool. Besides, I saw one thing even more important in one of the links... this: <p2500ms> !!!!! THANKS!!!grin

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  • #4, by afrlmeMonday, 05. May 2014, 01:02 6 years ago
    yeah I don't think all of the display text examples work anymore? I think you have to use the ms one now only? I was getting an error when I tried to use seconds & something else. I forget which. If that's the case then I will update the page soon-ish.

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  • #5, by Marian77Tuesday, 06. May 2014, 15:20 6 years ago
    Hi again,

    just a logical question that crossed my mind. I guess it's totally obvious and I'll probably make a fool out of myself, but I ask anyway:
    If I decide to use a Broken Sword interface (right look, left interact) every object will only allow to be examined with right click and one single action with left click. In other words: If there is an object, I can either take it OR use it, not both. Does this sound about right? Anyway, does anybody know an example for a game where there are objects that could be both taken away AND used when still being part of the scene and not part of the inventory?

    Cheers,
    Marian


    Eine logische Frage: Wahrscheinlich ist das jedem total klar und ich mache mich hier lächerlich, aber ich frage trotzdem:
    Wenn ich ein Interface wie in Baphomets Fluch benutze (Rechtsklick untersuche, Linksklick interagiere), kann jedes Objekt in der Kulisse nur mit Rechtsklick nur untersucht werden und der Linksklick löst genau eine Interaktion aus. Oder anders formuliert: Ich kann das Objekt entweder nehmen, ODER benutzen, nicht beides. Klingt das logisch? Kennt jemand ein Beispiel aus einem Spiel, in dem man ein Objekt sowohl nehmen, als auch benutzen konnte, und zwar während es noch nich im Inventar, sondern noch Teil der Szene ist?

    Grüße,
    Marian

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  • #6, by afrlmeTuesday, 06. May 2014, 15:28 6 years ago
    You could use if queries & conditions or values to determine what left clicking on an object will do...

    Let's say you want the player to interact with the object 3 times before they pick it up. So what you would do is create a value & then add an if query to the left click action (whatever you named the command) of the object.
    if value 'value_name' = 1
    add some actions here
    set value 'value_name' to 2 (or add 1 to current value)
    else
    if value 'value_name' = 2
    add some actions here
    set value 'value_name' to 3 (or add 1 to current value)
    else
    add pickup action here
    end if
    end if
    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12

    something along the lines of that (in action parts).

    * Oh um I just re-read your post again. You are talking about picking something up (without adding to your inventory) which will be used on something else in the scene, yes? I guess the best approach would be to animate the character carrying said object & setting a condition to tell the game that the character can only interact with x scene objects while said condition is true or false. Bit hard for me to explain it in a few words but I think you will get the general idea of what I just said?

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  • #7, by Marian77Tuesday, 06. May 2014, 16:24 6 years ago
    I guess I get the idea, although I'm not sure whether I will relly need an object that can not be put in the inventory to be used in the screen.
    My question was more about objects that can be picked up and put in the inventory, but it was rather a theoretical question for general understandig. I don't have the situation that requires an object to be as well used and picked up while being part of the scene and not the inventory. For example, a cell phone laying on a desk would be an example that could required being both used (to make a call) and picked up and taken away. But I guess this could be worked around by first picking it up and using it from the inventory screen.

    (Don't worry, Jacob will not use any cellphones)

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  • #8, by afrlmeTuesday, 06. May 2014, 17:08 6 years ago
    Ah ok. I wasn't really sure what you meant. Was a bit vague. You could create animation of him picking up said phone & then use an interface to overlay close up of phone or switch to menu scene containing close up of the phone. Just an example. Seems a bit tedious picking up something to then have to click it again in the inventory & then remove from inventory afterwards or whatever. Depends on the situation too I suppose. wink

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  • #9, by Marian77Tuesday, 06. May 2014, 18:13 6 years ago
    Do you think it would be a big deal to do the community (and me, in the first place, I confess) a great favor and create a video tutorial on a basic object-inventory-scene interaction? I imagine the following scene that will cover about 75% of inventory and item interaction that is used in common adventures:

    Scene: A room with a table and a cupboard/locker with a locked door. On the table a bent key and pliers. The guy needs to pick up the pliers and the key and use the pliers on the key in the inventory to straighten it. then he can open the locker and take out an item.

    I can provide all the graphics needed for this tutorial and you could build the scene in VS while having a screen recorder running and commenting on what is going on. I know you are very busy, so this is just an offer and there will be absolutely no problem if you don't want to do it. Anyway, this is an invitation to anyone who feels like giving a great gift to humankind and is capable of creating this interaction while explaining it with simple words.

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  • #10, by afrlmeTuesday, 06. May 2014, 18:21 6 years ago
    I could but I currently don't have a bloody compatible mic for this laptop. It needs some special 2-in-1 thing. Have you watched the video tutorials by Suro? Do they not contain an example of how an inventory system works? I watched them a couple of years ago, but I have short term memory for certain things so I can't remember everything they covered. Here's the the videos...







    I could still take your graphics to piece together a video but I wouldn't be able to provide a voice over. Maybe Suro would be willing to work on some new video tutorials though!?

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  • #11, by Marian77Tuesday, 06. May 2014, 18:29 6 years ago
    I watched the tutorials by suro, and he showed how to create an inventory, but I think there was nothing about how to actually pick something off the screen and put it in the inventory. Also, no interaction between two items in the inventory or inventory items with something on the scene.
    I'll check if I can do some simple graphics this evening or maybe tomorrow. If you give me your email via PN I'll send it all to you.

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