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Author Topic: Some questions  (Read 13808 times)

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JosephDiPerla

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Some questions
« on: January 21, 2003, 01:35:13 AM »

Can I create a box or gui around a conversation options? And can I add some Icons next to the options like in MI?

Also, is there anyway I can make a LEC GUI like COMI and MI 1 and 2?

Is there a way of adding a text parser to the GUI?

Can we add menu's to the GUI like in the early Sierra games?

Basically, what kind of stuff can it do? Its a little difficult to understand fully what its capabilities are.

And will you ever be able to compile the game into a single EXE?

JD
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Mnemonic

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Re:Some questions
« Reply #1 on: January 21, 2003, 09:30:10 AM »

Can I create a box or gui around a conversation options?

Yes, you can assign a "window" object to the response box.


And can I add some Icons next to the options like in MI?

No, currently the options can be either a simple text (that's what you can see in the WME demo) OR icons (Broken Sword style).


Also, is there anyway I can make a LEC GUI like COMI and MI 1 and 2?

COMI - yes; MI 1 and 2 - yes, but you'd have to design the scenes with respect to the verbs/inventory area.


Is there a way of adding a text parser to the GUI?

Well I think it would be possible to write some simple parser, but it would require a lot of scripting...


Can we add menu's to the GUI like in the early Sierra games?

You could build a menu system using the WME's windows and buttons, but it probably wouldn't behave exactly the same like the Sierra style menus.


Basically, what kind of stuff can it do? Its a little difficult to understand fully what its capabilities are.

Yes, the GUI layer isn't yet documented, but basically you can create "windows", those can have a backround image, title bar etc., plus the windows can contain other windows and "widgets", such as buttons, single line editors and static texts or images. Using these simple elements you can build up rather complex interfaces.
In the future  plan to add more widget types, like sliders and some simple HTML viewer (something like the Sidney computer in GK3 or the PDA in Spycraft).


And will you ever be able to compile the game into a single EXE?

No, it will always be the EXE plus one or more package files (*.dcp). You can build the packages in ProjectMan using the "Compile packages..." command.
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Scarpia

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Re:Some questions
« Reply #2 on: February 20, 2003, 06:47:42 PM »

About the single-exe issue: I recently (as in, yesterday) found a small application on the web, that could perform that task for any game or util, quite impressive actually. (tech: it would create a temporary virtual file system meaning when the exe would attempt to call the external files, the file system itself would trick it into believing the files were in their original locations, so unless your exe had a self-reading copy protection, it would work just fine)


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Mnemonic

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Re:Some questions
« Reply #3 on: February 21, 2003, 08:50:43 AM »

Of course, something like this certainly would by possible, even to intergate it directly to WME. But I just don't see a reason why to do it. WME's filesystem is designed as a set of packages, that can be interchanged when needed. All the flexibility would be lost after packaging everything into one huge exe.
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Brassfire

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Re:Some questions
« Reply #4 on: February 21, 2003, 08:18:02 PM »

Scarpia - what is that application? Mnemonic might want to put that in the faq in case there are others who want a single exe.
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Scarpia

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Re:Some questions
« Reply #5 on: February 23, 2003, 05:43:54 PM »

I read about it on www.jonathanclark.com/diary/thinstall

The web site for the util is www.thinstall.com

(just checked; the free trial runs for two weeks, and registration is pretty steep)


Scarpia
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