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Messages - Wogoat

#1
That works, thanks a bunch.

I also figured an alternate solution that suits my needs well now that I better understand what is going on.

repeatedly_execute_always does run during dialogs, it's one of the few things that does which is why I used that function. I changed it to this:

Code: ags
function repeatedly_execute_always()
{
  if ((cSkitt.Frame == 8) && (cSkitt.Loop == 4))
  {
    cSkitt.Loop = 0;
  }
}

And, since Skitt has a variety of Views I want to use throughout the conversation based on his current expression, I put the shocked animation in loop 4 of any view of Skitt's that needs to call it and this code returns to loop 0 when the animation has reached the last frame. This way it still treats it as a talking animation so it plays well with the built in speech behavior.
#2
I believe I was mistaken about it working as well as I thought because initially the SpeechView was set to 0 and cSkitt only had a NormalView assigned. He appeared like a still image (akin to how characters usually appear in a visual novel or dating sim) and animated for the reaction. But once I set a SpeechView (whether within the script or from the character editor outside of runtime) the code no longer works at all, the SpeechView takes priority even over the LockView command.

Is there a way to briefly play a specific animation instead of the SpeechView even while the character is speaking?

Or alternately to have an animation that doesn't loop back to the beginning but rather loops back to, say, frame 9 of the animation. (this method I could make a speaking animation that includes the reaction at the beginning, and change the speech animation back to the version without the 8 frame shocked animation before the next line of dialogue, making that portion of the animation only appear once)
#3
View 20 is an 8 frame animation of the character reacting in shock. The intent is that it plays this and then returns to the normal speaking animation due to the Unlock command in the room code.

The reason it is non-blocking is that I want the animation to play when the subsequent line of dialog appears on the screen and not waiting for the animation to complete before displaying the line.

It works great if I do it any time before changing the SpeakView in the Dialog script, I. An even trigger it multiple times.  But if I use those same two lines of code in the Dialog script any time after setting cSkitt.SpeechView it no longer works.
#4
I've got a dialog where I want a character to change SpeechView frequently, and has a few incidental animations (most notably a sort of shocked reaction) I am initiating using LockView followed by Animate, with code in the room to UnlockView when the animation has completed.

The incidental animation works great any number of times until I change the SpeechView (either through the Character.SpeechView or Set-Speech-view commands) at which point it doesn't trigger properly.

I can't figure out how to work around this.

I have some examples of my code here:

First an example of how I'm calling the incidental surprised animation from the Dialog script.
Code: ags
cEgo: If you left when you said you did, not only had the drum not fallen yet, but you couldn't have even been here when it did!  
  cSkitt.LockView(20);
  cSkitt.Animate(0,2,eOnce,eNoBlock);
cSkitt: Waaaaaaaah!
cEgo: We know that the drum fell between Eden leaving last night and returning today.

When the animation completes, it returns to the previous view due to this code in the room.
Code: ags
function repeatedly_execute_always()
{
  if (!cSkitt.Animating && (cSkitt.View == 20) && (cSkitt.Frame == 8))
  {
    cSkitt.UnlockView();
  }
}

However, once the dialog passes any point where the SpeechView is changed, this stops working. It continues playing the SpeechView until no characters are speaking, then goes to the first frame of the locked view. It returns to the SpeechView when the character speaks but keeps returning to the locked view after, and the view seems stuck on the first frame. I can't figure out where the error is.

Are there limitations to changing SpeechView in the midst of a Dialog, or any other thoughts as to why this may be happening?
#5
I'm unable to find the music crossfading option in the newest version of AGS.  It doesn't seem to be in General Settings or the Properties pane for either the main Audio section or in the Music folder.

Does anybody know if this option is still there and where I can find it?

All of the documentation I can find points to General Settings, but this seems to be outdated information from before the audio system was re-vamped.
#6
I've updated the first post with a new screenshot and call for beta testers if anyone is interested.
#7
Quote from: CaptainD on Fri 08/03/2013 14:43:58
Looks fun.  I predict the beginner quest will be either clearing a basement of (surprisingly powerful) rats or entering a cave and defeating whatever lurks within.  :-D

It was originally intented to be possibly the most over-produced single-room game made in AGS, however the beginner quest ended up necessitating a second room.
#8


In a land of heroes and dragons, a new adventure is just outside your doorstep.  But to participate in said adventure you must first be a certified member of the Adventurers' Guild.  Non-members are ineligible to collect any rewards, loot or other paraphernalia (heretofore referred to as "drops") related to aforementioned adventure.

Venalis is ready for a life of adventure, and luckily for him today is the monthly Adventurers' Guild Registration Day at his local tavern.  Join Venalis and his trusty sidekick Francis as they bravely fill out the necessary paperwork and valiantly complete the beginner's level field exam!

Screenshots


Every good adventure starts in a tavern!


Try the delicious and frequently dangerous drinks!


Be prepared to battle the most fearsome of beasts!


Fill out paperwork!


Party to Adventure is a short-length comedy adventure planned to serve as a prologue for a planned commercial game I am currently developing.
I am keeping a production blog of sorts on my tumblr page: Wogoat's Thought Train

I plan to have the game released in April or May of this year.

I'm needing some sets of eyes that aren't mine to help find bugs and typos, if anyone is interested in beta testing a nearly complete version of the game please let me know!
#9
I'm working on a game with a fairly standard distraction puzzle.  Character walks away, and eventually comes back.

When the character comes back, I have it so she walks to her spot, says something, then animates sitting down.
I'd like to have her do this in order without the movement and animation using eBlock so the game doesn't pause when she moves.

However if I do, she starts walking, immediately says her line and animates sitting, all while still walking to her spot.
I'm sure there's something simple I'm missing but I've completely overlooked it.  Any suggestions for how to handle this?
#10
Great, so it's the same as the moving ccordinates, if there's something that needs to be wider, I can just add an equal ammount of blank space to the other side and be all set.

Thanks, exactly what I was looking for.
#11
I'm searching through the documentation and having trouble finding this little bit of information.

What spot on a spirte does AGS draw the sprites from?  Basically I'm working on a project where some spites may need to occasionally be of unusual size and I don't want to have the normal spirtes have all this blank space on either side to accomodate for the once or twice that space is needed.

Is their position based on the middle of the spirte, where any space added to one side would need to be added equally to the other to prevent the graphic from sliding to the side?
Or is it elsewhere like the upper corner?

I know when moving a character it's based on the center bottom pixel, but I wasn't sure if it's the same for drawing them.

Just wondering if anyone knows before I make any drastic changes to the sprites that may go horribly wrong.
#12
This is exactly what I was looking for, thanks!
#13
I'm working on a project that has some rather large sprites, and I want the hotspot for the sprite to not be at the very bottom of the sprite.

To clarify, if you click using WalkTo on a spot, I want the character to walk to the spot, but they end up higher than I want them to be, because the bottom center pixel appears to be where they base the location of the character on.  Is there a way to change this?
#14
Does it really count when everyone involved in the making of the parody was also involved in the making of the original game being parodied?
#15
Quote from: Mister Blue Sky on Sun 23/11/2008 18:35:24
Actually CJ, they were Irish Car Bombs. And I still won.

Don't be silly, you don't use Foster's in an Irish Car Bomb.

*shakes head*

Silly, Bruce.
#16
Wait a minute, I never did a nude sprite of Mika...

That said, I thought the game was very funny, and wonderfully tongue in cheek about the many faces of Mika.  And yes, she did change her shoes.

I agree with Grundislav that it's a little awkward seeing my spites presented in such a way, but you've got to let them leave the nest eventually.

Good work.  It's wonderful to see that RON is still peeking it's head out once in a while.
#17
Quote from: FSi on Fri 04/04/2008 17:26:49
There's AGSAmp by Ashen here.
There are also some links to AGS JukeBox which does virtually the same job.

Upd: Wogoat? Wow.

Thanks, that's exactly what I needed.

And I didn't think I ever made enough of an impression here for people to remember me...  I never actually finished a game of my own or anything.
#18
This is the most relevent forum I can find for this question:

I've heard there's a program available for download on the site to play the music.vox file outside of the AGS game itself but have been unable to find it.

Is this true, and if so where is the program?
#19
King's Quest 2: PUT BRIDLE ON SNAKE

How the heck were you supposed to know to do this?
I only tried it because I thought it may lead to a funny death.

Seriously, were there any hints to this?
#20
But you have to pretend that everything in the third one was planned from the very beginning.

And then comes the prequels.
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