SCUMM template (Visionaire RC0)

  • #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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  • #51, by gabartsWednesday, 24. May 2017, 12:42 8 years ago
    I had moved them smile Thanks

    Another quick tip if it's not too complicated. Do you have an idea on how to start an animation on an item on request (I mean for example once a certain line is spoken or a certain action is done in the scene)?

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  • #52, by NigecFriday, 26. May 2017, 12:08 8 years ago
    have you seen the Driftwood template I did? I thought it was in the Store but its seems to of gone again
    https://nigecdesigns.co.uk/wp-content/uploads/2017/05/Vision...

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  • #53, by NigecFriday, 26. May 2017, 12:14 8 years ago
    ps It works fine with 4.25, it may have issues with sound with V5 as I think its got mp3 sound files I don't have time to check right now

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  • #54, by gabartsFriday, 26. May 2017, 12:15 8 years ago
    Yeah, I think the link is broken. I've tried another one, maybe an older version of that and the interface wasn't similar to the maniac mansion mania template, so I started editing from that one. But there are tons of conditions for left and right click buttons and it's in German language...

    EDIT: Downloaded, thanks!

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  • #55, by NigecFriday, 26. May 2017, 12:34 8 years ago
    When I did mine, I didn't use a template, if you can get one command working the rest just falls into place, I think mine is entirely based on GlenFX's basic tut, I just adapted it and maybe the original VS demo for the inventory

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  • #56, by gabartsFriday, 26. May 2017, 12:53 8 years ago
    Incredible, as ARFL suggested, to delete all the stuff inside left click and right click and now all is working. Just using the normal functions inside scene/character objects. It's funny cause in AGS all the broken sword or verb coin or other advanced interface things were complicated to make and here it requires some minutes after understanding all the tabs. The old template I used also is been made with Visionare 3.1, that's the problem smile

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  • #57, by NigecFriday, 26. May 2017, 13:13 8 years ago
    I know mixing commands and mouse events can break stuff, mainly inventory, so if you follow Glen's tutorial then add the Sam and Max elements something will break

    A bit of useless info, the template was going to be a remake of Night Of The Hermit, which was an early AGS game.. Roy Lazarovich is in the template if you look wink
    It was going to be Flash not Visionaire but life got in the way as it often does

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  • #58, by gabartsSaturday, 03. June 2017, 20:59 8 years ago
    The advanced menu by AFRL contains lot of script for the config.ini write/load
    How can I setup another language and load it from a button in the menu for example (the easy way)? Also I have interface and images in menu to load when switching language...

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  • #59, by sebastianSunday, 04. June 2017, 00:24 8 years ago
    im not sure if the advanced menu makes the use of the same config.ini as mentioned in the wiki or a highly modified one.

    technically you need to check for each possible language your game has and set 
    a) the game language to the language name found in the config
    b) activate a condition for each langauge to make use of it in menus, etc

    (very simplified)

    outside your read/write functions but in the same definition script 

    local DE_language = getObject("Conditions[config_language]") 
    local EN_language = getObject("Conditions[config_language]")

    inside your read function you could check for a language string (very simplified. the script in the advanced menue maybe does a loop through a table)
     
    if line:find("language = english") then EN_language.ConditionValue = true; DE_language.ConditionValue = false; game.StandardLanguage = Languages["English"] end
    if line:find("language = german") then DE_language.ConditionValue = true; EN_language.ConditionValue = false game.StandardLanguage = Languages["German"] end
    

    it sets the standard language to e.g. english or german and sets the condition for the set language to true. You could easily expand this by adding more languages .

    Setting it via button you can use normal actions. Therefore set the game language and the conditions with the action parts.

    Your images for different languages should have the condition set for which language they should show up.

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  • #60, by afrlmeSunday, 04. June 2017, 03:09 8 years ago
    @ Sebastian: the advanced menu contains an older version of my config.ini script than the one I shared on the wiki. It's similar, but less optimized & less pretty. grin

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