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Messages - bbalint85

#1
The truth is, that I don't want to rewrite the whole dialog code. It uses some assumptions, for example dialog ID = character ID, for the speech bubble to be placed correctly, and so on. It could be done, but the game is not really based on long conversations, so this is the easier way right now. Btw, I have another question, maybe you have an idea, in the same topic:
how can I stop the dialog in an if statement? basically I want to do this, which doesn't work of course, but you get the idea:
e.g.:
Code: ags

@1 //this is the quit option, but I want to use it as a return to previous topic also
    if (Somecondition==true)
    {
        player.SayCust("I want to ask a few more things";
        dialog[11].SetOptionState(3, eOptionOn);
        dialog[11].SetOptionState(9, eOptionOff);
return        
    }
    else
    {
        player.SayCust("Good bye.";
stop
    }


So can I replace stop and return with some real ags code, not "dialog code"?
#2
Thanks for the replies. I have a custom dialog system, and I designed it to use 1 dialog per character (not the best idea, it seems), anyway thanks Khris, that's a neat trick, I haven't thought of that!
#3
Hi! I'm familiar with AGS, but I just started working with dialogs, so I have a question, hope you can help:
I want to do a branching, for example:
What do you want?
    -apple
    -orange
    -pear
How much do you want?
    -one
    -two
    -three
Thank you, your stuff will be ready, etc.

I can play with the options to always show, what I want, my problem is getting to the same line after choosing different options (The "How much do you want?" line) I need some kind of goto function, but goto-dialog jumps to another dialog, I just want another option. So no matter what fruit the player chooses, the next line should be printed, the code should get there.. Any suggestions? I'm hoping this is a trivial question...:=
Thanks!
#4
Well we're using this plugin, and it's working, with the mentioned functionality. If you want to use it only for background music, and with large backgrounds, it's a good choice, as it solves the small stop while changing rooms problem.
#5
No, and I tried it on different computers, one which has no Photoshop at all...
ctrl+escape equals start button. so if you press ctrl, esc is disabled...
Anyway  I tried it in a random commercial game and it doesn't get caught. So there must be some way to disable this...
#6
Wow!!! Amazing work!
I tried it on my HTC Wildfire S, and it works! The game's slow, but everything works! My phone is not the fastest though...
So keep up the good work, I'm so excited!
#7
Hi!
Any progress on this matter?
#8
Quote from: Ali on Fri 13/05/2011 14:32:58
I'm not sure I understand what you want. How could the movement be smooth without easing in and out?

Incidentally that commented line was designed to get rid of double pixel jumps at the end of a slowdown, but isn't relevant in 3.2 because it moves the screen by single pixels.

Hmm, you must be right there. Anyway I wanted to minimize the background movement after the player stops.
Thanks for the reply!
#9
Hi!
Is there a way to disable the slowdown in scrolling? I want to use this nice module, but only the smooth scrolling part, so I want it to be as the default scrolling, just without the choppiness.
I found a commented line:
if (Centring == false && ScrollSpeedX < 0.5 && ScrollSpeedX > -0.5) ScrollSpeedX = 0.0;
       
This helps a bit, and tinkering with taargetspeed and slowdownrange, I also have results, but there's still some backgroundmovement, after the player stops.
Has anyone else experimented with this? Do you have any "best configuration" results?
#10
Quote from: HandsFree on Mon 09/05/2011 09:18:59
The style reminds me (a lot) of The Gene Machine. Was that a source of inspiration?

Yeah, we get that a lot.. Actually, none of us ever played with that game, so It's pure coincidence. I googled some screenshots and it sure looks like the previous game for ours :) Anyway I think Jules Verne is the common ground with the games, but I will try out Gene Machine some day (after we finish Timeless Journey, not to get more similarities by accident :))
#11
Found a composer, and finished our webpage:

Timeless Journey

Now there are all original music, 3 new tracks, thanks to our composer Matthew Chastney!
There were also a few modifications in the demo and some bug fixes.
How do you like the music?
#12
Quote from: Calin Leafshade on Thu 10/03/2011 07:00:40
I'm pretty sure i implemented a channel.Pause() method. If I didnt then I am rather stupid.

Since a channel is just an instance of a playing audiofile you dont have to 'stop' it as such since the channel allocation is dynamic anyway.

Well, there's no pause, at least it's not public...
the functions I can see are:
-GetPosMS
-Pannnig
-SeekMS
-SetPosition
-SetReverbMinMax
-Volume

Compared to the ags audiochannel stop(or pause) and isplaying are missing...
In the sound functions(Create, Play) I was missing a Playfrom function, but SeekMS is an available workaround.
Can you look into this?

#13
one more thing: Can I turn the music off somehow?
Can you implement a stop() function?
#14
Quote from: Calin Leafshade on Thu 03/03/2011 05:36:48
Yes error checking does need to be handled better, I will look into it. (error 23 is file not found)
the format for filenames is "Folder/File.Extension".
Note that there is no leading slash and they are forward slashes.

Also I would advise that you create your own folder for media and dont use the audiocache. The audiocache is an internal folder used in AGS and you cant guarantee that the files will remain in there with the same names.

Sure, it was just for testing purposes. Now everything works, thanks!
#15
Quote from: Calin Leafshade on Mon 28/02/2011 23:34:31
Yes, That issue is fully resolved with the plugin (as far as i can tell)

You can avoid all the 3D sound stuff by simply creating your music/sound as a 2D sound. Then it behaves almost exactly the same as AGS's built in audio but without the stuttering.



Wow, that's actually a pretty cool sideeffect, I'll definitely try this!  ;D

Edit: I tried this, works fine! A few things:
-the sample code above has some errors, a missing ; and c should be SampleChannel
-can you give us some list of functions? for example how can I seek in the music?
-can I provide filepaths in the function? I tried FmodSound.Create("\AudioCache\au000040.mp3".., also /, \\, and I only get an error message (error:23) maybe It should be handled somehow...

Great work by the way, I'm looking forward to use it!
#16
Thank you everyone for you kind comments so far!

Quote from: ALPHATT on Sat 26/02/2011 21:36:21
Looks really nice. Is it going to be commercial game or freely available. (Sok szerencsét :D)

We plan the game to be freely available for everyone! (Köszönjük! :D)
#17
Quote from: Arj0n on Wed 23/02/2011 08:47:18
Looks very very nice!
Checking the demo tonight.

Edit:
Why's there no setup.exe in the demo dir?

Well, the game looks best with direct3D 9 and smooth sprites on full screen, so the setup is left out on purpose. I was looking for other solutions, or maybe there will be a low res version, but currently it should be played with the default settings.
#18
A hungarian game, which we have been developing for a few years now, and we've just finished the demo (english translation included).

The game takes place in the 19th century somewhere in Europe. The main character, Thorndike is a young inventor, who wants to build a steam-powered plane to defeat gravity. He must find the necessary parts and gain the respect he deserves from the city. This is the story in a nutshell, check out the screenshots and the demo!







Demo:
www.repulazido.hu

- story 80%
- graphics 50%
- puzzles 70%
- scripting 60%
- music/sound 30%  - composer found!
Enjoy!

Bálint Bartók
Kristóf Huber



#19
I tried to reproduce it in a blank game, and had the following conclusion: the problem only occurs on the following:
-the default transition must be set to something other then crossfade (instant for example)
-the transition should be set during the game (SetNextScreenTransition or SetScreenTransition)
-dynamic sprites on the background should be involved.
-saving/loading

The most basic code I can think of producing the error message:
Code: ags

function oTest_AnyClick()
{
	SetScreenTransition(eTransitionCrossfade);
}
function room_AfterFadeIn()
{
	DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
	surface.Clear(14);
	surface.DrawingColor = 13;
	surface.DrawCircle(160,100,50); 
	surface.Release();
}


after clicking on the test object, saving, restarting the game and loading the error occurs.

After I realized this, I changed all the crossfades, and there are good workarounds, but I think it's good to know this anyway...
#20
I think I isolated the problem. I'm drawing multiple dynamic sprites on the background, implementing a dirty footprint. So at any point the background is covered with some dynamic sprite-graphics. As I save in this state, then restart the game and loading, I get the Crossfade: buffer is null attempting transition error, altough I'm using Instant transitions.

The core of the code is the following:
Code: ags

function repeatedly_execute_always()
{
    int loop = character[0].Loop;
    ViewFrame *vf = Game.GetViewFrame(VFOOTPRINT, loop, character[0].Frame);
    DynamicSprite* dsf  = DynamicSprite.CreateFromExistingSprite(vf.Graphic, true);

    int w = (character[0].Scaling*dsf.Width)/100;
    int h = (character[0].Scaling*dsf.Height)/100;
    
    DrawingSurface *bgSurf = Room.GetDrawingSurfaceForBackground();
    bgSurf.DrawImage(character[0].x - w/2, (character[0].y - character[0].z), dsf.Graphic, Ego.Transparency, w, h);
    dsf.Delete();
    bgSurf.Release();
}


I also tried using a global variable dynamic sprite, but the result was the same. I think the restoring problem is with the dynamic sprites, the background can't be restored without the sprites in the memory.

Any suggestions keeping the background or at least avoiding errors at loading?
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