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 - Jess McD

#1
Thank you!  The video played, and my menu sprites were still displayed above the video, that's exactly what I wanted!  I experimented by playing an audio file immediately after the video started, and it played at the same time.  I'll continue experimenting with playing the audio exported from the original video files and see how close they sync up.

1 more question for you.  When the video ended it just froze on the last frame until I clicked.  Is there a way to make it go away without user input when the video ends? - Calculated video cycles then:

Code: ags
WaitMouseKey(640);

video = null;


Thanks again!  Getting the video to play over the sound was a huge step toward getting my crazy idea out of my head and onto a screen. You made my day!
#2
Thanks again for all your help!  I'll be using video in every room, so this sounds like a great solution.  I placed the code as instructed, lines 2&3 in the global script and line 6 in the global header.  I'm now getting the following error when I attempt to run the game.

Code: ags
Failed to save room room1.crm; details below
GlobalScript.ash(7): Error (line 7): expected variable or function after import, not 'D3DVideo'


Sorry for asking so many questions - this is the first time I've used a plug-in.  Getting the music to keep playing while a video plays is one the last obstacles to overcome for my little proof of concept game - then I can start developing the real thing!

Thanks again!
#3
I placed:

Code: ags
// define video
D3DVideo* video;


at the top of the global script, but I still get the undefined token error on the "video = D3D.OpenVideo ....." line of my room1 script.


Thank you for your help so far, I appreciate it.
#4
The plugin is activated.  This is just a simple room where I would like it to play the video, then open a menu with a title screen and start button.  Everything works just fine, until I try to add the video.  The plug in instructions just had the code, but not a lot of explanation, so I'm sure I just missed something

The code is below.  -Thank you!

// room script file


function room_Load()
{
gIconbar.Visible = false;
gStatusline.Visible = false;
mouse.DisableMode(eModeWalkto);
mouse.DisableMode(eModeLookat);
mouse.DisableMode(eModeInteract);
mouse.DisableMode(eModeTalkto);
mouse.DisableMode(eModeUseinv);
mouse.DisableMode(eModePickup);
mouse.DisableMode(eModeUsermode1);
mouse.DisableMode(eModeUsermode2);
mouse.EnableMode(eModePointer);
mouse.Mode = eModePointer;

// Required for autoplay
    D3D.SetLoopsPerSecond( GetGameSpeed() );
   
    // Open video file
    video = D3D.OpenVideo( "G:\AGS_RPG_POC\Renders\MMI Intro.ogv" );
   
    if ( video )
    {
        // Use room coordinates
        video.relativeTo = eD3D_RelativeToRoom;
       
        // Anchor point to top left corner
        video.SetAnchor( -0.5, -0.5 );
       
        // Play!
        video.Autoplay();
    }
    else
    {
        Display( "Couldn't open video." );
        return;

aTitleMusic.Play();
}

function Startbutton_AnyClick()
{
cEgo.ChangeRoom (2);
}

function room_Leave()
{
// Free memory when leaving the room
    video = null;
}
#5
I tried to use this plug in on my test game, but received an error "undefined token 'video'".  I was attempting to play the video clip on room load before the fade in.  Is there anything I need to do beyond copying the plug-in file to the ags directory?

I'm running AGS Build 3.5.1.19

#6
Absolutely!  I ran into a handful of things working on the test build and found workarounds or just other ways of doing things to get what I wanted.  I've got a couple things to try now, definitely at least going to try the D3D plugin.  If I can't get AGS to behave the way I want I'll just alter my sound design to minimize the impact.  With this one exception of the way AGS handles video it's perfect for creating the game I have in mind.  And with my crude proof of concept working, most of my difficult coding is complete, so after figuring out how I want to handle audio it's mainly going to be a matter of getting my story and content assembled!

Thanks again both of you for the suggestions!
#7
The goal is to simultaneously play the background music (mp3) and the video (with it's audio as well).  That way the player can enter a room, interact with the environment, have a conversation between 2 characters, etc with the conversations and some interactions conveyed through video without the music ever having to stop.  I never want the audio from the video file to be silent.  I could put music in the video files, but the transitions in/out of video would be jarring.
#8
Thank you!  I'll look into the Direct 3D plug-in first.

All the dialog and sound effects are in the movie files, and silencing the movie and playing the audio as a separate file could lead to lip sync issues, but I'll keep it in mind as a plan B to test if D3D doesn't work.

Thanks again,
Jess
#9
I successfully built a working proof of concept for an FMV game (tahnk you forum users!).  I'm using photos as backgrounds, captured character sprites from green screen video, and have a movie file playing for every key interaction.  The problem I'm having is that every time a movie plays the music (mp3 format) stops, and starts from the beginning of the file when the movie exits.  This really breaks the feel/flow of the game whenever an interaction/conversation occurs.  This is the last big obstacle I have to overcome before I can move on to developing the game I have in mind.

Does anyone know of any way to keep the in game sound playing while AGS plays a video?  I'm open to plug-ins, modules, or whatever suggestions anyone has.

If not, does anyone know of any other game development software that is well suited for developing FMV adventure games?
SMF spam blocked by CleanTalk