I guess the action text polygon he set for the action text in the interface is a bit "off placed" so that the text appears at the left side of the cursor.The only solutution to that is to check cursor position on screen. getCursorPos() returns mouse position of current camera viewport & not the entire scene which is why game.ScrollPosition is also needed to find absolute cursor position. Anyway, with just getPosition on it's own you could check if x more than 100 (or something) then offset text to right hand side of cursor, elseif x more than game default resolution - 100, offset to left elseif y more than 100 offset to bottom of cursor. Not pretty, but would sort out any screen edge issues.A further down point (yet) to my system is that the action text doesn't recognize the screen border and by that appearing text may get cut off. I see no easy way to fix this...
The problem here is that the text is positionated centered above/under the cursor with my mentioned interface approach.I guess the action text polygon he set for the action text in the interface is a bit "off placed" so that the text appears at the left side of the cursor.The only solutution to that is to check cursor position on screen. getCursorPos() returns mouse position of current camera viewport & not the entire scene which is why game.ScrollPosition is also needed to find absolute cursor position. Anyway, with just getPosition on it's own you could check if x more than 100 (or something) then offset text to right hand side of cursor, elseif x more than game default resolution - 100, offset to left elseif y more than 100 offset to bottom of cursor. Not pretty, but would sort out any screen edge issues.A further down point (yet) to my system is that the action text doesn't recognize the screen border and by that appearing text may get cut off. I see no easy way to fix this...
Is not a must, that effect is from Thimbleweed park but classic SCUMM is usually a fixed action text. Now I'm fine, I've set up an action text in the upper part, now I'm trying to understand how hotsposts and way points works. The main problem I think is working on this old template full of conditions that maybe can be easily avoided with just some basic script (which obviously I can't code)All games are made up of conditions & values - even AGS games. Have you watched any of the youtube videos created by Redspark or Andi? They can all be found on the tutorial section of the wiki. I think Redspark has explained pretty much all of the basics in his tutorial series.
the youtube tutorials will be in german but i will use english names in my template for all stuff, so its usable for everyone. I plan do do english subtitles for the video and a little handbook/guidethingy (also english) here, too@Sebastian... btw are you doing in German or also in English? The template i'm working on is in english (even if some variables I've made in italian but you can easy understand them. But basically is a little updated version of the good template of maniac mansion you found here).
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...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.