SCUMM template (Visionaire RC0)

  • #40, by afrlmeMonday, 15. May 2017, 12:30 8 years ago
    Yes, I've watched all. They are good but still I think lot more needed for more deep aspects of the software. Then of course know how to code in LUA also helps... smile
    Lua script isn't an exclusive scripting language belonging to Visionaire Studio. It's used by various other game engines, applications & even sometimes in website programming. I recommend checking out phailed.me as his blog is really easy to understand for the basics of Lua script. As for the VS exclusive Lua script you need look no further than the scripting & data structure pages on the wiki. If you read through the information, then you should get a grasp more or less on what you need to do; though shorthand scripting method isn't documented at all - it's hard because I don't know what works with shorthand & thus is mostly down to trial & error.

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  • #41, by gabartsWednesday, 17. May 2017, 19:54 8 years ago
    I'm looking at Fantasy quest save/load menu. Is it possible to separate save and load menu or it must be all the same scene? (I mean the savegame areas). Because I want let say 4 savegame areas and 4 loadgame areas in a different menu.

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  • #42, by afrlmeWednesday, 17. May 2017, 21:49 8 years ago
    I'm looking at Fantasy quest save/load menu. Is it possible to separate save and load menu or it must be all the same scene? (I mean the savegame areas). Because I want let say 4 savegame areas and 4 loadgame areas in a different menu.

    No idea? Why don't you try it & see what happens? Either way, I think the save slots all have to have exactly the same size & shaped polygons, which might be a bit of a challenge to create if you don't have some kind of reference outline/shape you can use in the scene background image.

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  • #43, by gabartsThursday, 18. May 2017, 00:24 8 years ago
    Ok, I see. I'll just make some tries, there are a lot of ready variables to choose from. Same size you mean in the edit savegame areas? I made 4 slots the same size, then a yellow selection (png) and the call functions.

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  • #44, by gabartsThursday, 18. May 2017, 22:42 8 years ago
    It seems weird but I cannot find a "disable button" option, like in flash actionscript. Cause in the save/load menu i put my left click areas and cursor enter/leaves but I want also that save/load button only work once you select a save area of course. For example in Fantasy Quest there isn't this command.

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  • #45, by afrlmeThursday, 18. May 2017, 23:22 8 years ago
    Have you checked out the advanced menu template I created & shared a couple or so years back? It should still be valid though some of methods / scripts / actions I used are probably outdated.

    https://www.dropbox.com/sh/594t03agkg18e06/AAC6L2GOFjn_hrLl4...

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  • #46, by gabartsThursday, 18. May 2017, 23:40 8 years ago
    Thanks! I figured out the "game_started" thing and a workaround for disabling buttons, but this template will save me many troubles! wink

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  • #47, by gabartsWednesday, 24. May 2017, 10:53 8 years ago
    I'm setting up dialogue area and I want to use a complete transparent area, i don't know if it's possible because when i click the edit button it shows the dragable big cursor and not the little one for edit polygons. Also to set the position in the scene where the dialogue with lines has to appear?

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  • #48, by afrlmeWednesday, 24. May 2017, 11:17 8 years ago
    I'm setting up dialogue area and I want to use a complete transparent area, i don't know if it's possible because when i click the edit button it shows the dragable big cursor and not the little one for edit polygons. Also to set the position in the scene where the dialogue with lines has to appear?
    Just create a transparent png/webp image file at the size & width you want the dialog interface to be & add that as the interface background. As for the positioning, you might need to drag the bottom window form up with the options on to be able to see the x & y position input boxes - sometimes they are hidden (depending on size of your monitor & the default size of the form).

    Quick note: first red outlined bit in the image attachment controls the height in pixels between each dialog line & the next outlined bit determines the position of the dialog interface on the screen - note that position is based on top left corner, so... if you have a dialog interface the same width as your default game resolution then x should be 0 & let's say the interface is 200px high & your default game resolution is 1920x1080, so what you would do is subtract 200px from your game default resolution height. 1080 - 200 = 880. So y = 880.

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  • #49, by gabartsWednesday, 24. May 2017, 11:34 8 years ago
    Ok ?? maybe in the new version some panels have been repositioned I'll look better later. Many problems anyway come with this Scumm adaptation because I think with other modern interfaces all is easier to set up...

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  • #50, by afrlmeWednesday, 24. May 2017, 12:14 8 years ago
    Ok ?? maybe in the new version some panels have been repositioned I'll look better later. Many problems anyway come with this Scumm adaptation because I think with other modern interfaces all is easier to set up...
    Looks the same to me... more or less.

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