Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - frogfrost

#1
Yeah, if you have a custom renderer for your dialog, you have to iterate through each option, so then you can know which ones are being show (since you're explicitly rendering them on screen).
#2
Quote from: GarageGothic on Thu 09/03/2006 07:13:15
This isn't too hard to code around (although it does mean that all actully mean that all lines must be called in dialog_request). I wonder actually whether it wouldn't be more effective to expand AGS' general dialog functionality than adding more single-purpose features: What if it was possible to specify a (user made) function that all lines of dialog were parsed to automatically as the line was said? This would allow for much customizability without use for constant dialog_requests.   Something like on_dialog_said(String dialog, int characternumber). This would allow us to show the dialog String in any way we want, change the color according to the character saying it, showing dialog portraits wherever we want etc.  Of course dialog_request would still be used for running any dialog-option-specific action.

This is an ancient thread, but just wondering if anything like this ever got implemented? I couldn't find it anywhere?

Something like on_dialog_said, or render_dialog_text would be really handy.

I guess now that you can just embed script in dialogs you could just use SayAt or do whatever you want there.

But it's more about a workflow thing, because it's great to use the NAME: say stuff - formatting rather than calling script for ALL lines of dialog.

Sort of a minor thing really, but if you have a lot of dialog, it's a lot nicer to read through without all the code.
#3
You know what, to sanity check I just ran Plants vs. Zombies (which is 800x600) and it did it on that too, so it's not just AGS, so don't burn any energy on that one. The bars did look uneven when I booted it in 800x600 on AGS but it honestly could just be my monitor.

Thanks for at least considering it though!
#4
That's cool. Hey, I've written my share of audio engines, and getting things to be robust and stable especially with streaming is a royal pain. I wouldn't want to change either. I think it'd be awesome just to either have buffer access and let people write scripts or plugins *or* and speaking as a sound designer, you wouldn't believe how far you can push stuff with JUST pitch control and a low pass filter. Even just the ability to change the playback frequency as a "free" pitch shift is huge for creating dynamic sfx.
#5
Hey - so great that 3.2 supports black bars on widescreen resolutions - one thing I've noticed, at least on my monitor, is that the bars are uneven at 800x600 - AND, that if I auto-adjust my monitor (you know the auto button that all monitors have now) - boom. It shuffles the image to the left and then all the black is on the right.

Bizarre because I've played lots of games at non-widescreen resolutions that have those bars and not had that problem.

Desktop resolution is 1440x900 for the monitor. Any ideas why it only seems to be AGS stuff that does this?
#6
I just discovered that the current beta version has a rewritten audio system which supports panning at least, and is object driven so maybe you could grab the handles and alter the pitch.

If you had access to the DirectSound buffers it'd be easy to extend functionality without having to completely duplicate the system.
#7
Hey there,

Been a sort of long time dabbler in AGS but have been getting back into it lately. One of the things I notice is that there is still only really basic sound support - and was thinking of expanding it - but even the plugin API doesn't really look like you can access the currently playing sounds etc. (unless I missed it) - and only supports getting the DirectSound interface (also, since DirectSound is deprecated is this now Xaudio2 on Windows under the hood?).

Anyway, I'm happy to write a plugin that has some expanded sound capabilities, but not sure if it's even possible?

For example, it'd be amazing to be able to dynamically pitch SFX slightly to create extra variation in say, footstep samples. Or to apply lowpass filters, reverb, etc. All of which are supported by DirectX. Just add a bit of extra variation...

Also - move beyond 8 channels.

Speaking of footsteps - what if you want to support different ground materials? I guess you can't use the handy view sound field and have to script it manually?

Great program, love that you can get right down to making games instead of writing yet another inventory system...
SMF spam blocked by CleanTalk