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Messages - Ali

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Sorry, I forgot to mention the positioning! Yes, those are for foreground objects. There's nothing to stop you replacing that whole section with different mutlipliers to create incrementally different parallax layers. I'd be worried about having too many large objects in a room, in terms of performance. But these days, that's much less of an issue.

I haven't got any plans to add more layers, not least because it would break existing games that use the module. But if you want a more subtle effect, you can play round with the maths in this section:

Code: Adventure Game Studio
  1. if (PxObj[objectpass].GetProperty("PxPos")==7) {
  3.       PxObj[objectpass].X=PxObjOriginX[objectpass]-FloatToInt(IntToFloat(viewx)*3.0); //Move the object in opposite direction to the screen scrolling, at 150% of the scrolling speed.
  5.       PxObj[objectpass].Y=PxObjOriginY[objectpass]-FloatToInt(IntToFloat(viewy)*3.0);
  7.     }

Down to...

Code: Adventure Game Studio
  1. else if (PxObj[objectpass].GetProperty("PxPos")==1) {
  3.       PxObj[objectpass].X=PxObjOriginX[objectpass]-FloatToInt(IntToFloat(viewx)/4.0); //Move the object in opposite direction to the screen scrolling, at a quarter of the speed of the scrolling.
  5.       PxObj[objectpass].Y=PxObjOriginY[objectpass]-FloatToInt(IntToFloat(viewy)/4.0);

So to make them move more subtly, you could change /4.0 to /16.0 for PxPos 1, and so on.

I probably should break those values out into floats, so you can change them from the script. I might do that in a future update, but for now I'm afraid it's up to you to experiment until you get a speed you like.

That is probably exactly what I'm doing. Crossfade is on. Good thinking!

But it's not very intuitive. It's far from obvious that you can't set a channel's volume if it's currently fading.

Yes, MusicVol.Value is 0 throughout.

If I do this:

Code: Adventure Game Studio
  1. playMusicContinuous (aMusic1ogg);
  2. channelMusic.Volume = MusicVol.Value;
  3. Display (String.Format ("MusicVol: %d", MusicVol.Value));
  4. channelMusic.Volume = MusicVol.Value;

It mutes the music only after displaying "MusicVol: 0". Just like before, setting the volume only works when there's some kind of delay.

EDIT: I have given up on making sense of this, and am using Game.SetAudioTypeVolume(eAudioTypeMusic, MusicVol.Value, eVolExistingAndFuture) instead. It would be very helpful in the help document if SetMusicVolume redirected to this function instead of AudioChannel.Volume.

I'm playing music by calling a function called playMusicContinuous, which is supposed to check the level of the volume slider (MusicVol). Except it doesn't work. When I lower the slider to 0, the music cuts out, but when I enter the next room, it plays at normal volume.

In the GlobalScript I have:
Code: Adventure Game Studio
  1. function playMusicContinuous (AudioClip* clip){
  2.   channelMusic = clip.PlayFrom(musicPos[cN.Room], eAudioPriorityNormal, eRepeat);
  3.   channelMusic.Volume = MusicVol.Value;
  4. }

In the room script I have:

Code: Adventure Game Studio
  1. // script for Room: Player enters screen (after fadein)
  2. playMusicContinuous (aMusic1ogg);

The volume is not set correctly. This doesn't work either:

Code: Adventure Game Studio
  1. // script for Room: Player enters screen (after fadein)
  2. playMusicContinuous (aMusic1ogg);
  3. Wait(1);
  4. channelMusic.Volume = MusicVol.Value;

But this DOES work after playing for a few seconds:

Code: Adventure Game Studio
  1. // script for Room: Player enters screen (after fadein)
  2. playMusicContinuous (aMusic1ogg);
  3. Wait(150);
  4. channelMusic.Volume = MusicVol.Value;

Does that make sense to anyone?

Hi! The Kickstarter is coming very soon, so I was waiting for that to post here. But, basically, its happening.

Please could a mod edit subspark's comment in this module thread? It has links to the same domain and Chrome blocks it:

Edit: Thanks, Gilbert!

1600x900 isn't available from the drop-down when I select Direct Draw 5, but when I enter it into the .cfg file manually the same problem occurs. I've noticed that I can move the mouse cursor over the top of the black bar at the bottom, but not at the top.

It sounds like it is something to do with my graphics card (Nvidia 1060). But since that's the most common graphics card among steam users, I'd really love to get to the bottom of the problem. Please let me know if you have any thoughts!

The tag in the corner is from a Nvidia program I use for screen-capturing gameplay. It runs whenever I launch a game, and it doesn't interfere with any other games. Here's what the log says:

Adventure Game Studio v3.4 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2017 others
ACI version

Installing exception handler
Initializing allegro
Reading configuration
Looking for game data file
Game data file: d:/Users/ABK/Documents/Nelly Cootalot HD/AGS Project/Nelly HD/Compiled/Windows/Nelly HD.exe

Game data version: 47
Requested engine version:
Setting up window
Initializing TTF renderer
Initializing mouse: number of buttons reported is 8
Checking memory
Initializing speech vox
Speech sample file found and initialized.
Initializing audio vox
Audio vox found and initialized.
Initializing keyboard
Install timer
Initialize sound drivers
Trying digital driver ID: 'AXA ' (0x41584120), MIDI driver ID: 'Auto' (0xffffffff)
Installed digital driver ID: 'AXA ' (0x41584120), MIDI driver ID: 'W32M' (0x5733324d)
Install exit handler
Initialize path finder library
Load game data
Game data version: 47
Requested engine version:
Game GUI version: 118
Nelly Cootalot Spoonbeaks Ahoy
Checking for disk space
Initializing MOD/XM player
Initializing resolution settings
Game native resolution: 1920 x 1080 (32 bit)
Device display resolution: 1920 x 1080
Game settings: windowed = no, screen def: explicit, screen size: 1600 x 900, match device ratio: ignore, game scale: proportional
Built library path: d3d9.dll
Using graphics factory: D3D9
Created graphics driver: Direct3D 9
Supported gfx modes (32-bit):
Supported gfx modes (24-bit): none
Requested gfx filter: Linear
Using gfx filter: Linear
Switching to graphics mode
Attempting to find nearest supported resolution for screen size 1600 x 900 (32-bit) fullscreen
Attempt to switch gfx mode to 1600 x 900 (32-bit) fullscreen; game frame: 1600 x 900
D3DGraphicsDriver: InitializeD3DState()
Succeeded. Using gfx mode 1600 x 900 (32-bit) fullscreen
   filter dest (0, 0, 1599, 899 : 1600 x 900), render dest (0, 0, 1599, 899 : 1600 x 900)
Preparing graphics mode screen
Initializing colour conversion
Mouse control: on, base: 0.833333, speed: 1.000000
Check for preload image
Initialize sprites
Set up screen
Initialize game settings
Cannot open translation: default.tra
Prepare to start game
Mouse confined: (0,0)-(1599,899) (1600x900)
Audio is processed on the main thread
Checking replay status
Engine initialization complete
Starting game
WARNING: Not all of the Direct3D resources have been disposed; ID3D ref count: 1

Then native resolution is 1920x1080. When I Ctrl-V, it says it's running at 1600x900. When I Printscreen, I get a 1600x900 image:

But it doesn't display correctly. Needless to say, other games do run at 1600x900 correctly.


When I run my 1920x1080 game at 1600x900 resolution, it should look like the image on the left. But it's actually displaying distorted, with black bars at the top and bottom - like the image on the right.
My monitor is 16:9, so there's no reason I can see for the bars. I'm using AGS 3.4.0

Can anyone help?

I am now using CW's module, and it works. Some of the built-in timer numbers seemed to work and some didn't. It's the first time I've ever found AGS to be inconsistent (without it quickly turning out to be my fault). I'm sure this was my fault somehow, but for the life of me I can't find any other script dealing with the relevant timers.

It's just called from after fade in, so it shouldn't be repeating.

I'm changing the second parameter. It works immediately if set to 1 and seems to do nothing if set to any other number.

I'm using 3.4.0, with lots of modules I wrote (that don't set timer 1) and the Tween Module.

I'm using QuitGame(1); as a clear cut way of finding out if it runs. As I added above, some timer numbers seem to work, like 18.

I feel like there must be a clash with a module (like Tween). Tween has two functions that set timers, but as far as I can tell they are never called anywhere in the script. Nor is Timer 1 set anywhere else.


In after_fadein I have:

Code: Adventure Game Studio
  1. SetTimer (1, 1);

Which successfully triggers this:

Code: Adventure Game Studio
  1. function repeatedly_execute_always()
  2. {
  3.   if (IsTimerExpired(1) == true){
  4.     //my code here
  5.   }
  6. }

BUT if I change the timeout value to anything other than 1, it doesn't trigger. E.g.

Code: Adventure Game Studio
  1. SetTimer (1, 2); //Does nothing!

I've never had any trouble with timers before, so I feel like I must be making a stupid error. Please help!

EDIT: Some timer numbers seem to work, like 18. So I feel like there must be a clash with a module (like Tween) but I can't find it.

It is on GOG, I'm delighted to say.

I hope and believe that the serial number issue is fixed now. The game came out on Thursday and (so far) I haven't heard about any issues. I worked on the English dialogue, so I'm not objective. But I honestly really like this game.

Adventure Gamers gave it 4/5: "Excellent visual, audio, and puzzle presentation."

And Rock, Paper, Shotgun liked it too much, frankly: "a sharp, smart, witty and superbly constructed adventure, with stellar voice acting, superb music, and some of the most splendid hand-drawn art I’ve seen in forever."

If you like it, tell your friends. If you don't like it, tell your enemies.

Buy it on GOG
Buy it on Steam
Other Stores

General Discussion / Re: the blender 3D thread
« on: 25 Apr 2018, 15:17 »
Also clearly a work-in-progress, but seemingly more up-to-date:

This version runs on 2.76.

I agree, Amnesia was too much. But it was scary. Soma is a huge improvement, in that it's scary, but the story and voice acting are also excellent.

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