SCUMM template (Visionaire RC0)

  • #1, by gabartsSunday, 07. May 2017, 21:45 7 years ago
    My SCUMM template for Visionaire is ready!

    You need the last updated Visionaire to load it. You may experience some bugs I couldn't fix but it works and may be helpful for people who just started out and want to recreate the old scumm system look and feeling.

    The actual version has:

    -Menu with language ITA/ENG and save/load
    -Parallax+Particle system example
    -TWP style interface and puzzle quest
    -Photoshop psd files

    Feel free to leave a feedback and enjoy!




    Forum Fan

    137 Posts


  • #2, by afrlmeSunday, 07. May 2017, 22:02 7 years ago
    Those things were created a long time ago. Way before I joined VS. They've got to be at least 4+++ years old by now & were probably created in Visionaire Studio 3.x or before. We are on 5.x now. 4.x was out for at least 2 years or so before 5.0 beta was released.

    Long, long, long time. Probably don't even work correctly due to various things in the editor & player being changed over the various updates of VS.

    You don't need any scripting to create the retro point & click interaction interfaces. Just create an interface, add some buttons to it. Assign active & inactive image for each button, then add a left click action to each one that changes the current command to whatever each button represents. Easy enough, right?

    Imperator

    7278 Posts

  • #3, by sebastianSunday, 07. May 2017, 22:03 7 years ago
    Hey gabarts

    Im actually planning this for a YT tutorial series, too.
    Right now its only theoretical But for me the SCUMM bar needs to have the following functions to as be "good" as the original:

    1. left click a verb sets the action from the button and also displays it in the action text to let it be executable on an item/object. If this is a combine action, it lets an item be combined with another item/object.

    2. hovering an item/object in the inventory or scene a verb gets highlighted which can be instantly executed when right clicking --> thats mostly where scripting would help here to reduce some redundant stuff needed.

    3. (optional character switching buttons)

    4. (optional for the "a e s t h e t i c s": items in the inventory often have a different colored shape behind it.)

    5. if controlling more than one character in the game the colors of borders and font changes to a specific one for the currently active character.

    6. The buttons for the verbs should actually have no text -> Text is object text for the buttons. This suppors multi language text without creating new buttons for every supported language.

    7. low res is king.

    Thread Captain

    2346 Posts

  • #4, by gabartsMonday, 08. May 2017, 12:35 7 years ago
    Yeah, that would be nice. Static action text maybe it's not the best, maybe an action text that follows the cursor (I don't know how to set this).

    The hovering and "right" action it's good!

    The multiple character it's an option I haven't considered but of course would be great to include in some sort of a demo template for users to experiment with.

    I was thinking at some simple template, not a complex one, but maybe with some help it's possible also to create some parallax scrolling and try other things.

    Forum Fan

    137 Posts

  • #5, by afrlmeMonday, 08. May 2017, 13:29 7 years ago
    Action text is set on the main game properties tab (cog icon). Check bottom left section of it & you'll find the bit where you can set action text to cursor, to display inside of a bounding box (rect) or disabled. You have to specify a font to use for the action text too otherwise it won't show up regardless of the action text option you choose.

    https://i.gyazo.com/63ec9baeab5721c30287dd6c1d5cf8c6.png

    Parallax scrolling is defined inside of the effects tab for each scene object. You can adjust the scroll factor by editing the scroll factor x [%] & scroll factor y [%] fields; x being horizontal & y being vertical.

    https://i.gyazo.com/19d90d8f6087c12a0c4a6a4b207f05d3.png


    Imperator

    7278 Posts

  • #6, by gabartsMonday, 08. May 2017, 14:30 7 years ago
    Thanks! Sorry, I'm new to the software and I'm just starting now a project for the first time, I spent some time to make some pixel art and do some backgrounds... it seems really a great software, it's my fault, asking before ever see all the options Visionaire can offer!

    Forum Fan

    137 Posts

  • #7, by afrlmeMonday, 08. May 2017, 15:09 7 years ago
    Thanks! Sorry, I'm new to the software and I'm just starting now a project for the first time, I spent some time to make some pixel art and do some backgrounds... it seems really a great software, it's my fault, asking before ever see all the options Visionaire can offer!
    No worries. A lot of it is still undocumented. I have a feeling the editor is due for some visual tweaks so it's seems pointless for anyone to bother creating video tutorials or text/image based documentation if the editor gets reworked.

    I recommend checking out some of the demo game templates in the downloads section of this website. Fantasy Quest was the winning game of the demo game competition we held, but you can learn different things from each of the submitted demo games, as everyone has their own approach to using Visionaire Studio. wink

    Imperator

    7278 Posts

  • #8, by gabartsMonday, 08. May 2017, 18:20 7 years ago
    I'm trying to change a custom resolution in a template to resize the basic 320X200 resolution but all I get is a window with content not resized. Already put resolution = game and fullscreen = no in the config.ini but it doesn't work... I've read the config.ini file should be in the root folder of the project but it auto generates under Local content.

    Forum Fan

    137 Posts

  • #9, by sebastianMonday, 08. May 2017, 18:51 7 years ago
    the scenes dint get resizes based on your games resolution. If you choose e. g. 640x480 for the games resolution, your scenes have to be at least this size. Smaller scenes are just not filling up the space. 

    Upscaling does automatically happen when you play the game in full screen OR playing in window mode where you define a new window size. 

    Thread Captain

    2346 Posts

  • #10, by gabartsMonday, 08. May 2017, 19:24 7 years ago
    in AGS there was a launcher for that. Let say I have my game at 320X200 and I want window mode and 640X480. I can't do this?!

    Forum Fan

    137 Posts

  • #11, by sebastianMonday, 08. May 2017, 19:28 7 years ago
    use this inside an "execute script" action part inside the game start action:
    setWindowSize({x=640,y=480})

    Thread Captain

    2346 Posts