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Messages - Héctor Bometón

#1
Ok, so... I tried swapping to "Unicode (UTF-8)" and it made it worse (speech wasn't showing correctly) but then I swapped back to "ASCII / ANSI" and then EVERYTHING is working alright. So... Solution for me was swapping to Unicode and then swapping back to ASCII.
#2
Quote from: Crimson Wizard on Thu 17/11/2022 15:00:00Please tell:
1. Which version have you migrated from?
2. What is set as a "Text format" in the General Settings (Basic properties)?

1. I migrated from 3.5.1.22
2. Text format in the General Settings is set to "ASCII / ANSI"

That "text format" thing is new, isn't it? Could that be the problem?  :-[
#3

I just loaded my game into the latest AGS editor release (3.6.0.37) and everything seems fine except for some of the latin characters.

I'm using a custom font with the latin characters I need (áÁ éÉ íÍ óÓ úÚ ñÑ ¡!¿?):




Speech text is working alright, but when the text is loaded from the "Properties" window (for a gui label, for example) or when it is a dialog option, it doesn't show correctly:




I'm not sure why this happens or if it is already a known issue...

Thank you!



#4

Thank you everybody. Your code was helpful and the issue is solved now.
Sorry I missed the posts that already explain how to do this.
#5
In my game the verb is always following the mouse cursor, with the text centered over it. How could I prevent to overflow the screen limits when the text string is too long or the object is too near the edges? (see attached)

Speech displays automatically displaced when a character is on the side of the screen, so I was wondering if maybe there are already some functions for automating this.

Thank you!

#6
So... Yeah, I finally went with the "fake dialog gui" workaround and it worked like a f****ng charm!

Thank you very much.

[youtube width=720 height=405]hhl-XIAPbSQ[/youtube]
#7
Again, thanks for the help!

QuoteFrom how you describe it, perhaps you can make it look like you're in a dialog by having a GUI or clickable objects that look identical to the dialog options

Good idea! That might be exactly the workaround that I was looking for! The dialog optionas for this first dialog are always the same, so I think I can fake that fairly easily.

I'll let you knok when I try it!
#8

First of all, thank you very much for the answers.

QuoteCan you elaborate a bit about the context?

Yes.



The player is having an interview and whenever he tries to speak, his voice wont come out. You can click on any of the options, but he's too nervous to answer and it always loops back to the same options.

I want the water bottle to be clickable, so he clears his throat and THEN you can go on with the dialog.

I hope that is clear!
#9
I noticed when a dialog starts, the only clickable elements are the dialog options, but the background "blocks". Is there any way to bypass this or fake it easily?

Thank you!
#10
Btw thanks for the suggestion! I added the game to the AGS database: https://www.adventuregamestudio.co.uk/site/games/game/2611-superego-chapter-1-2/  :)
#11
Quote from: heltenjon on Mon 18/04/2022 13:06:54
Oh, I have been looking forward to this! Great teaser video. It would be super if you could add it to the database as well, (down in the right corner on the "Games" page).  (nod)

Edit: How come the English version is so much smaller in size than the Spanish one? (If the Itch page is correct.) Is the Spanish version including speech, perhaps?

The English version has the translation file attached and they are both compressed in a zip, which makes it lighter  (laugh)
#12

Hi, everyone! 🌹

I just released the first 2 chapters of Superego, a game about making games and the existential crisis that comes with it, an essay about the limits of the genre, a rare and personal jewel i've been working on for more than five years.

Here is a little stupid trailer:


Even though these chapters are part of a greater story that will be unfolding on the following months, they are games on their own, with hours of gameplay and a self-contained plot, and they come in a single unified bundle (ENGLISH and SPANISH):

🕹️ https://hectorbometon.itch.io/superego-1-2

I hope u like it!🕯️

#13

Thanks, Laura! Always helpful. Thanks everybody. I think I got it.
#14


Here is a little clip on the birds. I simplyfied the function A LOT, but it's a pretty complex script and I was really hoping I only had to replace "player" for another word  :-D
#15

Quote from: eri0o on Mon 31/01/2022 11:25:34
Use character array with an i index in a for following what's mentioned above to iterate through all characters. If you have a range of character IDs you think are the interesting ones to react, select only the range. Also, make sure to ignore the bird characters.

Thank you for the answer. I can make a list of those character's IDs, but they are not consecutive and I've never used arrays before so I don't know how that would look like in the script.  :~( :~( :~(
#16
Quote from: AndreasBlack on Mon 31/01/2022 11:10:31
Welcome to the stupid club. Can't you just add the character in the if statement? like cHector || cMax? I think it should work in theory, so it applies to whatever characters you have available. (roll)


Well... Birds are going to be used in several rooms, and I'm adding more and more characters and randomizing their movements so... I wanted to make it work for any character.
#17
After years of using AGS I'm still managing to come up with stupid questions so... here it goes:

Imagine I have a script for some birds in the background to start flying if you get near them (for example, 20px near), something like this:

Code: ags
 if (player.x >= cBird.x - 20 && player.x <= cBird.x + 20) { //HERE GOES THE ANIMATION CODE AND WHATNOT } 


This is already working, but... What about if I want them to react to ANY character getting near? because there are some of them walking in the background.

I tried something like this, and also with the "*", as in "Character*", just because I've seen that before but the truth is I don't know what it means when you have the "*" next to something.
Code: ags
 if (Character.x >= cBird.x - 20 && Character.x <= cBird.x + 20) { //HERE GOES THE ANIMATION CODE AND WHATNOT } 


Thank you very much!
#19
Advanced Technical Forum / Mode 7 in AGS
Sun 25/07/2021 11:10:24
Not sure if this is the propper place to ask, and not even sure this is not just a straight stupid question since my technical skills and notions are fairly limited, but ...

Does anyone ever tried to implement something similar to Mode 7 into AGS? Would it be possible to recreate this? I deffinitely could use it for my game but mainly I'm just curious.

Thank you in advance!
#20
Quote from: Snarky on Sun 18/04/2021 08:56:23
Oh, one more thing: I'm not sure that if you draw onto the background, save before leaving the room, and restore that save, the graffiti will have been stored. If not, we do need to update the DynamicSprite as soon as you draw onto the background.

Wow... I'm really sorry I never answered. I  really thought I did...

Your solution worked perfectly, as usual. Thank you VERY MUCH!
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