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Messages - Arlann

#21
QuoteSo by setting it to 4, you're reducing by 4 the available channels for all the other sounds.
I just wanted to limit this audio type to 4 channels to keep the other for music, atmospheres ...
But I could not give to footstep (frame.LinkedAudio) a lower priority than more important sounds for this channels.
#22
I also want to ask a question about an old problem that I encountered.

I tried to put footstep sounds to several characters (frame sounds) but I wanted these sounds to have a lower priority than other sound effects played from the script.
So I created an AudioType “Foley” with 4 max channels.
A folder with default type “Foley”, High priority by default, where i put my sound effects.
An other folder with my footstep audio files, with default type “Foley” and Low priority by default.
Is the ViewFrame.LinkedAudio uses the audio file default priority and there audiotype properties ?
Because in my method, all the footsteps, had priority over other sounds effect i played from the script.
I haven't found a solution and I finally decided to disable the frame sounds of secondary characters to not overload the sound effects channels.
But maybe my approach was bad...

(please excuse my english :-[)
#23
I really enjoyed this game and its universe, very well done bravo!
#24
AGS Engine & Editor Releases / Re: AGS 3.4.0
Fri 16/09/2016 10:12:57
I've been using the beta to design the prototype of my new game, so thanks a lot for your work and for this release.
And good luck for your next project CW !
#25
Hi everybody,

I'm looking for someone who speaks English natively (or with a good level),
for proofread the English translation of a game that I developed in French.

About the game:
The survivors, is a  survival game on a desert island, which mix management and RPG action adventure.
I coded the game for fun in my spare time using sprites ripped from commercial games to exercise myself in programming.

The game is completed, you can download the French version here : Les Survivants
And see a gameplay overview in that video
I can offer you the uncorrected English version by private message if you want to test the game more easily.

If you like the project and you have time to proofread (7400 words), thanks to contact me.

#26
Quote from: Crimson WizardArlann, I think you may try achieving same effect by changing Object's Baseline property.

Because i'm using an isometric perspective sprite of a shelter, the baseline property doesn't make the effect i need when my character go inside. The walk-behind zone allows me to draw diagonals.


Quote from: KhrisA quick fix is to manually do what the Merge command does.

By making test with your code I am now certain that the problem does not come from the function object. MergeIntoBackground

Sorry for the confusion, but I have just identified my real problem.

I use the sprite of an object to merge in a walk behind zone,
but I had forgotten another identical object at the same place as I used to manage the interactions.
To keep this second object clickable after calling the MergeIntoBackground, I had activated his property ignoreWalkBehind...

And as says it the manual :
QuoteNOTE : enabling this property does not currently work properly when using the Direct3D driver.

Very bad idea, because i can use the hotspot solution instead..

I'm so confused for my mistake, thanks a lot for your help.
#27
I specify that I call this function to take advantage of a more precise walkbehind zone for the perspective of this object.
When it works (in directRaw) , the object merge into the background and the character can walk partially above thanks to the walk behind.
When it don't, the object remains visible above the character.
#28
Hi Khris,

Nothing takes place.
The object remains visible in the same place, as if the function is ignored.
#29
Hello,

In my game in development, I've noticed that the function Object.MergeintoBackground,
don't works when the engine run in Direct3D but works fine in DirectRaw.

But in a fresh testing project with the same game settings i don't have this problem with my code.
So i'm looking for the problem in my room structure.

My project use the 3.3.4 AGS version in a 800*600 resolution with 16bit colors.
I call this function in my main room, a scrolling one in 1600*1200.
This room contains 36 objects ID and some of them are animate.
Is it too big for Direct3D ? But it works well in DirectRaw.

A similar bug was fixed in the version 3.2.1.
* Fixed Object.MergeIntoBackground not working with Direct3D driver
Can it be a link with my problem...?

Thanks for your help !
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