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Messages - Amir

#221
Quote from: Snarky on Mon 15/07/2019 10:27:36
There appears to be a bug in SMF where the forum skips displaying a thread between page 1 and page 2 (at least under certain conditions).

Yeah  :-\ Darth Mandarb explained it to me.
#222
Thread is back. Thank Jesus.
#223
(test message because my thread disappears)
https://adventuregamers.com/news/view/37004
#224
Quote from: man n fist on Sun 16/06/2019 17:31:40
Haha I've got to play it!  (laugh) This looks so interesting. Cool artwork too!

That's cool  ;-D Thank u  ;-D
#225
AGS Games in Production / The Secrets of Jesus
Sun 16/06/2019 17:02:27
Salute guys,

I'd like like to present my new game to you. As you can see, my avatar is Jesus – the most famous man in the world ­–the game revolves around him.

You play Jesus' role, who is sought again by the Romans because he survived the crucifixion. Therefore, he wants to leave the Holy Land, but firstly, he must find a missing person to be able to escape. Hence, he embarks the role of a detective.

Some of you would debate I'm crazy, tampering with such a sensitive subject, which is why I've tried to make the game fun for the believers and non-believers. I aimed to make it comical/funny, leaving the final verdict to you.
I picked this topic because I was a well-versed religious Christian, which earned me vast experience and biblical knowledge.
The game contains dark comedy, many jokes, numerous quotes, allusions and characters from the Bible. I hope you like it!

It will definitely come soon on Steam in English and German. I also want to release it DRM free, I will try with GOG although I'm certain I stand no chance at GOG, maybe at itch.io.

Steam page. Wishlist now. https://store.steampowered.com/app/1142230/The_Secrets_of_Jesus/

English Trailer


There is also a German trailer, you can watch it and understand nothing.  ;-D
here's the link:


Here are the links to the website and Twitter page:
Website: https://www.thesecretsofjesus.de/en/
Twitter: https://twitter.com/SecretsJesus

On this occasion, I would like to thank Khris, for having helped me and gave me some cool codes :)

Cheers

Jesus loves you  :-D







#226
Aha ok.
#228
Ok thank u Khris  ;-D
#229
12.03.2019  (laugh) Can I just delete it? Or what should I do?
#230
Thank u for ur suggestions.

WAV could be a good solution but not for my game. Coz I use almost in every room >
Code: ags
if(currentMusic == null || currentMusic.PlayingClip != amymusic)
currentMusic = amymusic.Play();


and when I use WAV, the music repeats and dosnt continue. I think AGS dosnt like WAV format  :cheesy: coz if I use WAV format crossfade dosnt work or i mean if I use WAV format and use crossfade the WAV audios dont start playing at all. I dont know why WAV format causes many problems.

I dont dare the second solution becoz the game is going to be released not only for Windows  :undecided:

I've got one more question. I dont want the VOX file and when i set to InGameEXE for all channels, the VOX file still appears in the game folder. its stuck in the folder  :cheesy:
#231
Ui! :shocked: I just tried it, I set to instant and then SetNextScreenTransition(eTransitionCrossfade); and its still stuttering.
#232
it doesnt work. Its still stuttering  :-\
#233
Hi,

Code: ags
function room_LeaveRight()
{
cJesus.ChangeRoom(12, 55, 695, eDirectionRight);
SetNextScreenTransition(eTransitionCrossfade);
}


Music stutters when changing room with SetNextScreenTransition, without SetNextScreenTransition it dosnt stutter (Default transition fadeout/in). It stutters only once and only if the music continues in the next room.

Is there any solution to this problem?

Resolution 1024.768
mp3
AGS  3.4.1

Thank u.
#234
Quote from: Crimson Wizard on Tue 09/04/2019 11:20:54
Quote from: Amir on Tue 09/04/2019 09:50:09
That would take a long time coz i have already 60 sounds in the game, and some of them are connected with frames  :-\ But i'll try that. Thank u.

You could try writing a universal algorithm that does not account for individual clips but tests if any of sound type plays at the moment.

To put briefly, the idea is:
- keep a global variable that tells current state (music muted/unmuted).
- in repeatedly_execute_always test whether sound is playing and compare with the global variable.
- if state has changed, then mute/unmute current music volume.
- for starting music you would probably have to write a custom function to use instead of bare .Play(), that tests that variable and sets starting volume right away.

Most difficult part there imho is how to detect if sound is playing. If you have reserved channel(s) for Sound type, that may be pretty trivial though: you simply test if there's anything in that channel: System.AudioChannels[ sound channel number ].PlayingClip != null

Cool, thank u so much. It sounds a little bit complicated but i will try to do it  ;-D
#235
Quote from: Cassiebsg on Mon 08/04/2019 23:52:41
Not as far as I know, but if you really want to make that, you can code your own function where you reduce the music volume, then play the audio file, and after it increase the volume back up again...


That would take a long time coz i have already 60 sounds in the game, and some of them are connected with frames  :-\ But i'll try that. Thank u.
#236
Quote from: morganw on Mon 08/04/2019 22:22:59
Yes, but priority is not related to volume or relative loudness.

Quote from: Amir on Mon 08/04/2019 21:18:59
The music doesn't become quieter.
A lower priority will not make it quieter.

Oh, ok i admit im wrong  :X So another question, is there something like VolumeReductionWhileSpeech for music but VolumeReductionWhile(SoundWillBePlayed) just a little bit quieter when a sound is playing???
#237
Quote from: morganw on Mon 08/04/2019 21:31:43
There are only 8 audio channels, so the priority setting is for choosing which sound will be played when you run out of channels (e.g. if you try to play 9 sounds at the same time, the one with the lowest priority is ignored).
Volumes are separate, if you look at an AudioClip's properties you'll see one called DefaultVolume.

Here is the relevant manual page:
https://www.adventuregamestudio.co.uk/manual/ags13.htm#MusAndSound

I know that  :smiley: But my game has only 2 audio channels (until now), only music and sounds.   :smiley:
#238
Hi guys,

i would ask you something.
Music set to very low
Sounds set to normal

The music doesn't become quieter. I tried many things for example, sounds very high, music very low or low, there is still no priority.
Why doesn't work?  (wtf)

All filetypes r mp3
AGS version 3.4.1

Greetings
#239
Sorry guys, i figured it out  :-\  the problem was because of Mouse cursor Pointer. It was animated, i set it false and it doesn't animate more  :smiley: sorry again.
#240
Quote from: Cassiebsg on Mon 11/03/2019 17:18:41
Seems to me that the hotspot mouse code might be in rep.exe_always. If so locate it and move it to rep.exe.

No, its empty in rep.exe_always  :smiley:
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