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Topics - TheMagician

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41
Hi everyone,
I am working on the intro of my game and I use a *.avi file in the middle of it.

Now I read in the section of the manual about the PlayVideo() function:

     FLAGS can be one of the following:

     0: the video will be played at original size, with AVI audio
     1: the video will be stretched to full screen, with appropriate
        black borders to maintain its aspect ratio and AVI audio.
     10: original size, with game audio continuing (AVI audio muted)
     11: stretched to full screen, with game audio continuing (AVI audio muted)

I want the game background music (I tried both *.ogg and *.mp3) to keep playing when the video starts. So I set the flag to "10".

However, as soon as the video is started the game music stops and begins again after the video has stopped playing.

Any ideas regarding this problem?
Thanks
Stefan
     

42
Hi everyone (hope this is the right forum).

My problem is the translation of the title of my upcoming game into English (so perhaps some German speakers could help me, too).

The German title is:    "Ein Zivi jagt Dr. No"

A "Zivi" is an underpaid social worker in Germany (you MUST do this if you are 18, male and don't want to join the army).
So, I created the game during the lunch breaks in the hospital.

How would you translate it into a well sounding English title?

"An underpaid social worker chases Doctor No"  ???

It is a funny game, so the title doesn't have to be too serious.

Any ideas are appreciated.
Stefan

43
Adventure Related Talk & Chat / Voice Recording - Editing
« on: 29 Apr 2004, 19:41 »
Hi everyone.

I just finished a game which is set on an island. Now I decided to create a speech version for it.
I started recording the voice of the main character in my little room.

Here is the problem: in the game the character is standing at the beach and talks ... and it just sounds stupid ... because there is the echo of my little room ... and you realize that it is recorded inside.

Do you know any sound programs or other ways how to make it sound like it is spoken outside?

Any ideas are  very welcome!

Thanks in advance,
Stefan

44
Hi everyone,

I hope this hasn't been posted before:

When I change the light level of a region from the default 100 to 50 percent it works ok. I can compile the game from the editor and it works. I can save the game and continue editing ... and it still works.

However: if I CLOSE the editor ... and open it again, load my saved game ... the value has been resetted to 100 percent.

I tried this a few times and with different regions ... but always after closing the editor it seems to forget the setting.

Any ideas?

Stefan

45
Advanced Technical Forum / My menu bar GUI vanishes
« on: 05 Oct 2003, 18:16 »
Hi everyone,

I use a custom menu bar in my game. It pops up as soon as the player moves the mouse to the upper screen edge. I also use the default "save game" gui.

Now here is the problem: after moving the mouse to the upper screen to open the menu bar I open the save game gui (by clicking on the save-button in the menu bar) and I save my progress. However, after closing the save gui my menu bar has vanished and I can't get it back by moving the mouse to the screen edge. I have to restart my game to get it back.

Any ideas?
Thanks in advance

Stefan

46
Advanced Technical Forum / Possible BUG? SetRegionTint
« on: 03 Aug 2003, 22:08 »
Hi,

I just played with the new SetRegionTint function. If I call

SetRegionTint(4,30,50,70,0);

isn't it supposed to tint the region the same way as if I would set the values of Region Color Tint in the Room Editor to 30, 50 and 70?

However, if I set the region tint for region 4 in the room editor to 30,30,30 and after 5 seconds in the game do SetRegionTint(4,30,30,30,0) nothing should change. But it does change to a turquoise color (and it always changes to that same color whatever RGB values I pass in the function.)

Any ideas?

47
Ok, ok, I admit it wasn't.

However - inspired by visiting the incredible "Indiana Jones: Fountain of Youth" homepage - I went to my keyboard and played a litte on it.

The result is a short 25 second taste of how it COULD have sounded if Mozart really composed the theme.

http://people.freenet.de/der.coole.zauberer//Indi-Klassisch.mp3

How do you like it?
Of course it is a joke but c&c is very welcome!

P.S.: I know: "He who praises himself spatters himself." bla bla but I am a little proud of myself - because I managed to record the whole piece from beginning to end in one take without playing all the voices seperately.

48
Hi everybody,

I am just wondering: is it possible to change the color tint of a region at runtime? I haevn't found something like that in the manual.

I mean you can do "SetAreaLightLevel" but that doesn't change the tint.

The reason why I ask this is: I have a blinking neon-sign in a dark street and I want the player to be affected by the lightning. So he has to blink, too.

Any ideas?

Thanks in advance,
Stefan

49
Hi everyone,

I was wondering if this is the right place to post my question:

Does anyone of you know if there is an engine availabe to make games in the Cryo-Adventure style?

I mean the 360 degree - panning and then using a *.avi video to go from one picture to the next. I am sure you know what I mean: games like Atlantis 1 - 3 or the "Journey Man Project 3" used this technology.

Can anyone help?

50
Hi everybody,

does a repetedly execute function in the global script have to be veeeeeery long to slow down the engine at all?

I mean, mine is starting to grow, now that I have some custom GUIs which I have to check for in the global script.

How long are your global repetedly execute functions?


The Magician

51
Hi,

I have a line of code in my global script in the "interface"-function:

SetGlobalInt (character[EGO].activeinv,-1);


I need the Active Inventory to be set to "0" as soon as the player clicks on the Inventory-menu button.

AGS does not crash while converting the script, so I think it's coded properly. However - in game - it seems to be ignored.

Any suggestions, please?

52
Hi everyone.

Something strange happened to my AGS game:

If I try to load the first room of the game there is a fatal exception saying:

load_room: room file created with newer version (too many hotspots/objects)

or sometimes it says: load_room: not enough memory to load background picture

(I am sure I have enough memory: 1024MB on a Win XP system)

I use the newest version (1.55) and there was no problem before. I didn't change a thing in the room ... the only thing I did was converting the game to hi color from 256 colors (is that the point?).

I am happy I made a backup just before converting to high color and it works fine.

When I tried to recreate the BUG (opening the 256 game and converting to high color again - because that was all I made) ... the error doesn't occur again.

Any ideas?

The Magician

53
Hello again,

I have a main menu bar which is set to "PopUp if the player moves the mouse to the top of the screen.
Now: while moving the mouse cursor over the menu bar it changes to the standart arrow-cursor and after leaving the menu it returns to the previous cursor mode. Works perfect in 99 percent

But here is the problem:

You know the litte trick with custom Invenotry GUIs: you use the "Talk mode" to do interaction with the inventory items. So do I. And of course I change the appearace of the mouse cursor so the people don't get confused. However: if - by accident - I happen to move the mouse to the top of the screen while being in "Interact Mode" in my inventory GUI it changes to the icon for the "Talk mode".

Is there a trick to delete this (tiny) problem?

Thanks in advance.

The Magician

54
Hi everybody.

Has anybody experienced something similar:

I have a script in a room:

    ChangeCharacterView (EGO,2);
    MoveCharacterBlocking (EGO,250,125,0);
    ReleaseCharacterView(EGO);
    NewRoomEx(11,289,205);

It changes the view .... makes the move ... and then:

the view is not reset. Instead it remains View Number 2 (which I set it to).

Any ideas? or do you need additional information?

Please help me.

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