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Messages - rmonic79

#1
The game was released on March 23 2021 Guys!!! Thanks for all these years of support!!! ;) ;) :) :)
#2
Hi guys, we're very happy to announce our Lovecraftian point&click adventure Chronicle of Innsmouth: Mountains of Madness has been launched on Steam on March 23 2021!

It was funded in 2018 with a kickstarter campaign and today we finally managed to publish the game! Game features more than 120 scenes, 40+ different voice actors and a lot of hours of gameplay!

The game is actually discounted by 10% for the first week, and we'll be super-happy if you'd like to give a look to the Steam page and the official launch trailer.

https://store.steampowered.com/app/962700/Chronicle_of_Innsmouth_Mountains_of_Madness/
#3
There’s only one audiochannel dedicated to music, the one you see above.
i use music for music, audio for fx and ambient sound for bgspeech.
i cannot find in any repex in the game and exterbal scripts related to variable volume.
Volume of type of sound are only linked to volume slider in the options but are onclick stuff.
In the video you see d3d pkugin that doesn’t have audio and a MUSICA variable playing background and after fade in i tried to force volume but returns fading to 100 as you can see
#4
Guys i've added our game to Ags database finally ( after three years 8-) ).
Sorry but i can't find a way to change release date to match the reality...  (lovecraftian style  :-D )
#5
Guys any Ideas?
#6
https://www.youtube.com/watch?v=y8w3kQ7CDsw&feature=youtu.be&ab_channel=IBeceriVideoludici

by the way this is what happen putting Musica.volume zero after fade in, it return to 100 without reason

this is a code snippet in after fade in
Code: ags
function room_AfterFadeIn()
{
   MUSICA=aOrchestraleNuovo.Play(eAudioPriorityHigh, eRepeat);
  
   Wait(80);
  
   videoMotion(0.2, "Video/Viaggio_Antartide.ogv");
   FadeInCust(0.5);
    MUSICA.Volume=0;
   narratoreFadeInTrans("Partirono da Arkham il 2 Ottobre.",0.5, 50, 0.5, aNARR6);



And this is the snippet for the audio that doesn't start from previous room (it's wav and the previous music is different and it's stopped before claiming this) and starts if i start from current room

Code: ags
function room_AfterFadeIn()
{
  
  MUSICA=aBackGroundZadok.Play(eAudioPriorityHigh, eRepeat);
  //MUSICA.TweenFadeOut(2.0, eEaseLinearTween, eNoBlockTween, 0.1, eTweenSeconds);
  
   //cLone.ChangeRoom(13);
   cLone.Walk(351, 290, eBlock, eWalkableAreas);
   cLone.Walk(367, 274, eBlock, eAnywhere);
   cLone.ChangeRoom(16, 1266, 504, eDirectionRight);
  // MUSICA.Stop();
   //MUSICA.Volume=SlMusic.Value;
}
#7
Assigned to variable with volume function.

And i tried in every start functions Musica=music.play( etc...
#8
Guys, the game will be released on 16th february and Beta gold is released for Backers! Thanks to all guys!  :-D
#9
I'm on release of my game and i found some issues with music never happened before.
First of all, i have assigned all music to a variable but, if i try to change or fade volume it comes back to its original state in a fade way. I've searched all game from feet to head in all rep_exec all script imported and there's nothing related to it. The e sliders have on_change but nothing more. I'm going crazy.
One other stuff, there's  a Bgm music that doesn't start if i come to room from previous parts of the game but works if i start from the room itself. I can't find any reason...
Any ideas? I have less than 15 days to try to fix this stuff, anay help would be appreciated a lot!  ;-D
p.s. i'm using 3.4.0.16 version for a lot of reason and i can't change it
#10
Quote from: Danvzare on Sat 16/01/2021 15:53:16
Quote from: rmonic79 on Sat 16/01/2021 09:24:51
Good to know Crimson, unfortunately the crashed agf either .bak and normal were empty. Probably shut down on creation of a new ones. By the way i spent all yesterday to mirror a backup so at the end it went good, thanks guys.
Glad to hear you got it sorted out.
It sucks when stuff like this happens, but it does. At least you had a backup for the worst case scenario.

Yes the problem this time is that we are less than 10 days from backers distrubution so... every hour counts 😭
#11
Good to know Crimson, unfortunately the crashed agf either .bak and normal were empty. Probably shut down on creation of a new ones. By the way i spent all yesterday to mirror a backup so at the end it went good, thanks guys.
#12
I'm using beyond compare, but i've imported a lot of file so it will be a pain in the %%ss aniway. Can i see dialogue in game.agf? Cause i made change in them too and i don't remember exactly everything and i can't open them in the editor
#13
already did same error, i made a backup yesterday mate, but i'm near release and i did a lot of stuff this morning. So it will be an entire day to restore everything F!"£$ laptop
#14
Guys it happened right now, i have this error right now. Is there any way to restore it?
#15
The title is self explanatory, i'm using a timer right now but it can be easily desynchronized by everything that could happen like a small low perforemance. It would be great to have a get of current frame to avoid that but i can't find a way to do it. Any help?
#16
Yes I'm sure about driver and all installation around. It seems so strange, cause it remains black but the game goes on... we lost a couple of hours, yesterday, without results.
#17
Guys sorry if i bother you but we'll be on finale release next month, any suggestions will be appreciated a lot. Thanks.
#18
We're trying without plugin with simple playvideo function and the result is the same, unable to play video...
Edit: errata corrige playvideo Works
#19
It seems not to be a problem with direct x cause a) without them the game directly crash b) we have the same direct x and on mine works.
Another hint is that one of them have windows installed on mac with bootcamp, but only one of the two gyus.
#20
Guys we're on beta testing for the release of our game next month. Some testers have experienced black screen on videos, but the game still running in background, any suggestions?
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