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Messages - Cassiebsg

#361
General Discussion / Re: the blender 3D thread
Thu 19/08/2021 17:13:54
Good luck with it, and I'll be glad to see what you do.  :)
#362
Critics' Lounge / Re: British Voice Acting!
Wed 18/08/2021 00:23:45
Truth is that natives will always be able to identify if the person speaking is native or not (there might be exceptions though).
So at the end of the day, you have to figure out whom you think is best or try and cast a native that can do work with your budget...
#363
General Discussion / Re: the blender 3D thread
Sun 15/08/2021 22:34:29
Yes, use the video editor.
#364
General Discussion / Re: the blender 3D thread
Sat 14/08/2021 12:41:53
I'm so rusted that even to duplicate, extrude or move it, it took me a while to remember how to do it.  :-[

Good picture.  (nod)
#365
Looks good anyway.   (nod)
#366
You only need the prize of one of the machines, but I can't remember which.

My advice is save before playing the arcade, and go for it. It might not happen again. I wasn't able to repeat that crash bug after it crashed the first time I played it. So there's a good chance it won't crash for you again either. And use the cheat, if you don't want/need to do full score in a one run.  ;)
#367
Yet, punctuation is absent...  (laugh)
#368
Help found, started working on BGs. Here's hoping.  :)
#369
Good to see it finally out.  :-D
#370
How many channels are you using for each type?

Remember that there are only in total 8 channels (think this hasn't changed yet).
1 is reserved for Speech
Assuming you have 1 for music and 1 for ambient, that leaves 5 for sound.
How many do you have for  ExtraSounds?
Leaving Special at 0 means it'll use whatever is not in use. Try setting it to 1 and see it if that helps
#371
From the manual:
Quote
AGS currently has an 8-channel audio system, which means that up to 8 sounds can be playing at the same time. With the default Audio Types settings, one channel is reserved for speech, one for music and one for ambient sounds; thus leaving 5 available for sound effects.

So your Music should be set to 1 and ambient 1 (unless you want more ambient sounds playings, like maybe the sounds or a creek running, wind blowing and birds chirping...). This means that you should leave the sound at 0, so it'll use all other available channels. If you limit it to 3, then you might end up with unused channels. Music=1 , Sound=3, Ambient=1, Speech=1... that's 6 channels, and 2 that will never be used.

Also note, that if you are using MIDI, then you can only play one at a time no matter how many channels you have.
#372
General Discussion / Re: the blender 3D thread
Fri 06/08/2021 16:29:47
My guess as well.  (laugh)

For the img code its: [ img width=800 ] You can of course use height also. You can wrap it with a url tag if you want to add a link to source.

Looks great Mouth for war!  (nod)
#373
I've got an idea, but not going to promise anything. Since idea is far from a story, and even with a full story in my head, it sometimes doesn't translate into becoming a game.  :-\

Anyway, if anyone want to collaborate with story writing and puzzle design, contact me via PM or IRC. :) I can do the graphics and coding and provide the idea.  (laugh)
#374
General Discussion / Re: the blender 3D thread
Thu 05/08/2021 16:25:28
Yes, I'm pretty sure. Been using it for some years now...  ;)

You can find it under Add->Curve->Sapling Tree Gen (if it's not there, you might have to turn on the add-on).

Quoteactually i don't use Blender

Ah, okay. I thought you had given Blender a try.  (laugh)
Maybe a good idea to post which program it's made with, when not using Blender, though.  ;)
#375
General Discussion / Re: the blender 3D thread
Wed 04/08/2021 17:46:21
Not bad, but you do know that Blender comes with tree generator, right?  ;)

The arms look a bit unnatural though, they look more like horns. You want them to be more like y than j and much much less conic. But texture wise, looks good.  (nod)
#376
Please post how you fixed, in case someone with the same problem finds this thread.  ;)
#377
Correction: Just don't provide x,y that is inOUTside the eyes/walkable area.  (roll)
This is what happens when I change a sentence in my mind halfway of writing it.  (laugh)

Also, you don't need to click anywhere, the pupils will only move when the mouse moves, and if they're already where they're suppose to be looking, then they'll just stay there. You aren't processing the clicks, you are moving the character your self to the designated x,y, and the character will try to move there, if it can (but since you've limited it to a walking area, it's trapped as long as you don't use eAnywhere).
The only difference between using walk and move, is that walk will play the walk animation (if there's more that 2 frames) and move won't.
#378
Just don't provide x,y that is inside the the eyes/walkable area. Or use walk, results in the same anyway just make sure it's not set to anywhere.  ;)
#379
FollowCharacter will always make it "fudgy".

Just get the mouse coordinates, and then update the pupil by moving (or just update the x,y) instead.
#380
FollowCharacter will always make it "fudgy".

Just get the mouse the mouse coordinates, and then update the pupil by moving them instead.
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