Suggesting for AGS...

Started by Gregjazz, Sat 10/01/2004 20:49:34

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Gregjazz

Hey,

It'd be awesome if AGS could use the MOD files (or XMs) to their full extend. Is there any way you could implement a "SetTempo" function? Or maybe even a function to transpose different tracks in the MOD to different keys.

Thanks,

Geoffkhan

EvilTypeGuy

As great as mods are, it's really just better in the long run to go with an .ogg file, good sound quality for .XM's and the like takes a fair amount of CPU that is better spent on game logic and graphics.

Just my opinion...

eVOLVE

You can jump to specific patterns in mod files I believe, but I requested a while back the ability to jump to a pattern once the current pattern is over, so that much like the Unreal engine you can create totally dynamic music that seamlessly transitions from one section to another. Then I realised that it wouldn't add much to the current tech, especially since cross fading between tracks gives a decent enough effect.

In short, musically, AGS is very strong, so with ogg, midi and the current mod capability, you should be able to sort out what you need. Remember that you could write in a tempo command into a specific pattern and just jump to it :)
James 'eVOLVE' Hamer-Morton

Gregjazz

Evolve, yes I thought of that idea.

MODs can actually sound quite good. The main reason I would like to use them is because of how dynamic they can be. A tempo command would be awesome for a game idea I had. I'm sure everyone else could benefit from it, too.

Ben

Changing tempo in the script could be useful. The biggest advantage of modules is that they ARE dynamic, so it would be nice to take advantage of that..

Transposing notes might be kind of complicated, though. I don't know how JGMod works, but there's probably no easy way to modify patterns while they're playing. And you would have to take into considaration the instruments you don't want to transpose (like drums). It would be easier to just create seperate patterns for transposed parts.

Gregjazz

Exactly, Ben. I really don't care about transposing tracks, but the tempo change would be great. Hey, take as much advantage of the MODs as you can. The other cool thing about them, is that in the long run, with a 10-20 minute song, they actually can take up less space than MP3s.

Have you ever heard the good MODs? You can certainly do a lot with them!

Pumaman

By tempo change, I presume you just mean changing the speed at which the music is played. If so, JGMOD (AGS's mod player) does provide a command to do this, so I'll try it out for the next version.

Alynn

Why start a new suggestion thread when one already exists, eh?

Deleting Dialogs... when I first started using the dialog creation tool, I kept hitting the Create New Option button by accident, so now I have like 5 interactions I don't need, They have no code, and they are just sitting there... Could you make it so it checks to see that hey... if there is no code, and it doesnt have any text, it can be deleted....

also I had an idea of a dialog tree, where it would show what that particular choice would do (not so much the text but what it turns off, turns on, if it goes to another dialog) just a thought, just me thinking about it you would probably run into problems with loops (if it kept turning different options on and off and so on) but hey... its just a suggestion :)

Pumaman

Yeah, deleting dialog topics is something I'd like to add but due to the numbering problem it's not possible right now - I'm considering its implentation though.

A tree based way to view the dialog structure is also on the cards, thanks for your suggestions.

Paper Carnival

Since Alynn posted his suggestions here instead of creating a new topic, I'll do that as well.

In addition to deleting Dialogues, it would be good to delete items as well. I created about 50 items in the game (all with a beautifull blue cup icon) just to see how it looks, but then I couldn't delete them :p. I don't really need because I created a new project and transferred everything to the new one (except the items of course).

Anyway, here is my serious suggestion. It's good AGS has the option to downgrade graphics to 16-bit. The problem is that pixels with transparency are drawn fully opague. I know it's the way it should work, but what if pixels with transparency were not drawn at all?. Or, even better, select the maximum transparency value (to set the sensitivity you want). I don't know if it's possible at all, but I think it's the only way.

Also, I have something here I wanted to ask since I started using AGS. I'm I allowed to change the game I make with a resource hacker, or do any other changes to it? I know I'm not allowed to change the information (which says the game was made with AGS and stuff like that), so I won't. I just want to change some details, like the setup. For example,  I want to remove an option I don't want to be there, or change the text on buttons and labels. So, I'm I allowed to do that?

Gregjazz

Guybrush, in reply to your resource hacking for the setup program: Actually I have begun work on my own setup executable. Maybe I could upload it for all to use when I'm done.

What exactly do you change in the setup file?

Pumaman

You are allowed to use a resource hacker to edit the setup program, HOWEVER I will not provide any support or be responsible if you manage to break it in the process.

But what do you want to remove? Generally all the options provide different ways for the player to get the game to work if they're having problems, so why would you want to get rid of one?

QuoteAnyway, here is my serious suggestion. It's good AGS has the option to downgrade graphics to 16-bit. The problem is that pixels with transparency are drawn fully opague.

Do you mean alpha blended pixels? When the downgrade option is used, pixels with <50% transparency are removed, >=50% transparency are retained. The problem you describe was how it was first implemented but the 2.6 Final version changed it to use the 50% check.


Gregjazz

I'm sorry I keep posting on this topic, but here's another idea for the whole MOD thing. How about if there was a function to return the current line playing in the MOD file? That way you could time events to specific beats of the MOD, etc.

Pumaman

I could return the current MOD pattern (ie. the GetMODPattern), is that the same as what you mean?

(please excuse my ignorance about mod files ;) )

Rui 'Trovatore' Pires

#14
Just a thought about "custom setup" -

I'm curious. Couldn't we theoretically make our own with Games Factory or any other program that writes to acsetup.ini? Meaning, just making the setup program, and then save it all in the same format the default setup does.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Gregjazz

#15
Returning this current MOD pattern would be nice, also, but I was referring to the current line number. I will explain:

In a pattern, there are usually 32 or 64 lines. You assign instrument sounds to specific lines. When you play the MOD file, it simply runs from the first line to the last line, playing the sounds (or no sounds) on each line. I'm not certain 'line' is the correct term, but I hope you understand what I am referring to.

EDIT: It would also be nice to have a 'pause' and 'unpause' function for MOD-playing in AGS. Since their is so much potential in mod files, I believe they should be used to their fullest extent.

Redrum: You should be able to make your own custom setup program the writes to acsetup.ini. What you can do is open the INI in a text editor, and study the changes from using the normal AGS setup executable. Any program that can write to an external file should work excellently.

Ben

Lines are called rows in the JGMod manual.

It would be nice to skip to a specific row in a pattern as well. Is it possible to seek patterns and rows without cutting off the currently playing notes?

Pumaman

I'm not sure what features JGMOD provides for doing these various things, but I'll look into it.

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