I' ve built a win32 binary of the "improvinggrrim residualvm" (enabled engine: just grim):
http://www.easybytez.com/a3m91rgrwchp
It is a single executable because all the needed libraries are built as static (SDL, madlib, freetype, etc...).
It runs flawlessly in a virtual winXP environment (in vmware player), I think it won't complain in a *real* windows box
Improving Grim ProjectÔäó
Moderator: ScummVM Team
Today I looked at Manny's behaviour when he bumps into a wall or into any other object.
The current ResidualVM behaviour, as the original, is to make Manny turn so that he can keep on walking, and that's it.
I modified it so that Manny still turns, but as soon as the object he bumped into is no more an obstacle he returns to the orientation he had before the collision.
This way Manny should no more walk the opposite way he should, a thing not uncommon in rooms like the Calavera Cafè.
As usual, i pushed the change to my fork, but i also built a win32 package.
Let me know what you think of it.
The current ResidualVM behaviour, as the original, is to make Manny turn so that he can keep on walking, and that's it.
I modified it so that Manny still turns, but as soon as the object he bumped into is no more an obstacle he returns to the orientation he had before the collision.
This way Manny should no more walk the opposite way he should, a thing not uncommon in rooms like the Calavera Cafè.
As usual, i pushed the change to my fork, but i also built a win32 package.
Let me know what you think of it.
Thanks for the quick reply! I'm currently setting up everything for my first play through of Grim ever. Hopefully your build will make it an even better experience!
Did you share how to change the game data to add the inventory changes?
One suggestion: I Just finished setting up Joy2Key. I'm planning to play on a gamepad. Would be great to have a 180 turn button, and an option to change turning speed.
Did you share how to change the game data to add the inventory changes?
One suggestion: I Just finished setting up Joy2Key. I'm planning to play on a gamepad. Would be great to have a 180 turn button, and an option to change turning speed.
Re: Improving Grim ProjectÔäó
Thank you for the hard work!giucam wrote: Now, that's the though part: I tried a point and click implementation but there are certain places where there is no floor on where you can click, so it's not viable.
Is this code introduced in your fork, or was it just a test?
The issue is that i have a device without keyboard (only touchscreen) and a mouse-oriented behaviour is very interesting. Also I cannot use Android controls, because the device is an x86 running Linux.
With regard to the floor - why not just clicking on the closest point to the intended place to move?
No, that was just a test.Is this code introduced in your fork, or was it just a test?
That wouldn't work. The only possible solution is to create some buttons on the edges to switch setups but i don't like it.With regard to the floor - why not just clicking on the closest point to the intended place to move?
- JohnnyWalker2001
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This is a brilliant idea! (Although I don't think PnC is particularly needed.)
Last edited by nuphonic on Mon May 06, 2013 5:24 pm, edited 1 time in total.
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Just to say, I agree now about the problems with point-and-click.
You can see straight away from the opening screen with the message tube:
Much of the office floor is completely obscured by the desk and chairs. And the more interesting places to walk to, like the floor by the back table, involve clicking the floor under the desk or on the wall. Neither of those feel very satisfying.
It's times like this when you really appreciate how much floor you see in a point-and-click adventure.
You can see straight away from the opening screen with the message tube:
Much of the office floor is completely obscured by the desk and chairs. And the more interesting places to walk to, like the floor by the back table, involve clicking the floor under the desk or on the wall. Neither of those feel very satisfying.
It's times like this when you really appreciate how much floor you see in a point-and-click adventure.