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Messages - Chomba

#41
QuoteWait() makes engine to run game updates, and "repeatedly_execute_always" function (I said "repeatedly_execute", but now remember it's not getting called during Wait).

My thinking currently is that something happens during these updates, or in rep-exec-always that causes the gui to hide.

I tried moving it to other rooms to see if it was something in the configuration of this particular one, but no, the same thing always happens.

I didn't put anything in any place to repeatedly_execute_always or repeatedly_execute, the only commands like that in the code are the ones in the global script, where I haven't touched anything yet.

The weirdest thing that I put so far (that I had not used before) is the command "while (IsGamePaused()) UnPauseGame();" in the functions of some Gui buttons, could it be because of that?

Edit: nope, I tried to override those commands... but it wasn't that
#42
I was watching that. The Gui disappears every time the "Wait" command appears.
I tried making the Gui appear when exiting the previous room and making it wait in this one. The gui appeared for an instant and you can see that when you execute the Wait command, it disappears.

QuoteAre you sure there's no code in repeatedly-execute functions that would disable gui?

I have nothing in repeatedly-execute

QuoteWhat if you remove "Wait", will the GUI be kept until the next Display?

Yes
#43
The code:

Code: ags

function room_AfterFadeIn()
{
Display("Ya cargó");
// So far so good
gCapI.Visible=true;
Display("Sigue");
// up to this point the display sign and the gui appeared at the same time.
// I Click to pass the message...
// The GUI and the message disappear (Why???)
Wait(200);
// It Waits
Display("Esperó");
// The message appear
gCapI.Visible=false;
cHarrison.ChangeRoom(6);
}


The video about it:

#44
 as I understand it, with this code the character should switch to this room, the GUI (chapter division screen) should appear, a moment pass, GUI should disappear and character switch to another room.
the function is linked to the room and everything. The GUI is set to Visible=false from its menu and popupStyle=normal.

Code: ags
// room script file

function room_AfterFadeIn()
{
 
gCapI.Visible = true;
Wait(60);
gCapI.Visible = false;
cHarrison.ChangeRoom(6);

}


But the character changes to this room, stays black for a few seconds and then goes to the other room... am I missing something in the code?

EDIT 1: Forget it, I'm using the wrong command. I should use open and not visible. I realized within minutes of posting it, I spent about an hour with this error.
EDIT 2: Nope, it didn't work
#45
Ahh, now I understand better what you meant. It's not a bad idea either...
#46
QuoteI like it already!  :-D This looks and sounds really good.

Thanks! :D

QuoteThe game looks brilliant.   I get a strong Indy Jones & Fate Of Atlantis vibe from it
Thematically, yes! it's also set in the same era (1937 or so), in terms of tone I think it's closer to Monkey Island. It's definitely closer spiritually to Lucas arts than it is to Sierra (I love them both, but I find that the game leans more to that side)..
Some say it reminds them of Flight of the amazon queen, although in my opinion FOTAQ is too delirious in comparison to what I aim to achieve.

QuoteBut... only steam?   :sad: :sad: :sad:
Any plans for a DRM-free release, so we're not forced to use the steam client?

For now, yes, and it will probably be so during its promotion.
Later on I will look at the issue of taking it to more platforms because the issue of giving options is something that interests me a lot.

QuoteThis means it contains real-time fights?
Nope, means that you will have to figure out how to get around all your obstacles, including getting rid of those who try to stop you!
#47
QuoteAGS was not suited to run fullscreen on a multi-monitor system; maybe it's better now with 3.6.0, but I'm not complete sure (haven't heard reports yet).
In fact, I was using 3.6.0 for a long time, I didn't have any problem with this issue.

Quote@Chomba, you can test this by simply running acwin.exe from ags 3.6.0 (and sdl2.dll) on the same directory of your game data.
Test what? sorry, sorry, I don't understand

At least now I can rest assured that it is only on my PC and I can continue working. I don't mind working in windowed mode :)

thank you both for your time!
#48
----NEWS----

The demo is available (permanently) on Steam if you want to give it a try!

https://store.steampowered.com/app/1765670/Aboard_the_Adventure/

And also on Itch.io

https://chenkegames.itch.io/aboardemo

----- Original Post ------



Hello everyone! I'm very happy to finally be able to post my game here. I've been waiting until I had something advanced and sure to be finished to post something.


A little teaser


About Aboard the Adventure


Aboard the adventure is a humorous adventure game ( with ADVENTURE in capital letters!) where you will be part of the daring Captain Quinn's team, with the goal of beating up the sinister Professor Weaver in a race to get several ancient and mysterious artifacts that can change the fate of the world.


Shamelessly pulp!

Intrigue, tomb robbers, fisticuffs, NINJAS! Get ready for a roller coaster of thrills and action.
Use poison darts, machetes and whatever else you have on hand to work your way through your mission to save the world.


No man is an island!

You didn't think we were going to leave all the weight on Captain Quinn's shoulders, did you?
Throughout the game you will also control Miguel, the captain's best friend and second in command - out of a crew of two - aboard the SS Adventure. And also Doc: a brilliant academic whose high IQ is only surpassed by her adventurous spirit!


Fall in love with the characters!

With full voice acting and fun dialogue, you'll have a hard time forgetting the many diverse characters that populate the Aboard of Adventure universe. Besides, it won't all be about throwing punches: you'll also have to overcome your personal conflicts, help others and even solve some heart problems!


--------------------

Development of the game is more advanced in some departments than in others (3/4 of the game is already planned and mapped out), but has an estimated release date of February 2023. You'll probably see me a lot in the beginner's technical questions section!

--------------------

You can follow the development more on a daily basis on my twitter account: https://twitter.com/ChenkeGames
Although I'll keep updating here with the juiciest things when I have them ready :D

Cheers! I hope you like it!



#49
I think I solved it.

It happened again with a new project that was running well. Suddenly and out of nowhere, the same problem.
I don't know what it has to do with the template (it kept happening, if I changed the template the problem went away), but apparently, my computer for some reason started to take a cintiq that I have turned off as another active screen and there I started to have problems with the full screen of the AGS, but if I put "only show this screen" everything went back to normal.

I don't quite understand what's going on, or why... but apparently that's how it's fixed :S

Anyway, now I know it's a problem with my PC/graphics card, I'm just going to ignore it and work in windowed mode.
#50
QuoteIf by "name" you mean the title
Yes, indeed

QuoteBTW one of the potential reasons for the fast mouse movement in fullscreen is "mouse speed" setting in config.
No... it wasn't that, it was set to the minimum

QuoteCan you expand on that? What issues?
The person in charge of porting to nintendo switch in the future has the system set up to work with the 3.5.0 engine.
#51
This error is extremely rare, at least for me.
(I'm moving the game from 3.6 to 3.5 for port issues)
But apparently, if I gave the same name to the game as the one already made in 3.6, I got this error (even if it was saved in another directory). If I gave it any other name, it didn't happen and everything worked fine.
Of course, I ended up giving it the abbreviated name and that was it...
#52
Hi!

I don't know what is going on.

AGS 3.5.0

I started a new project with the BASS template and when I put it in full screen it completely disconfigures. As if running in another resolution, also the mouse becomes erratic all of a sudden.

I upload the video showing what happens.
It only happens to me with the BASS template. With the others it works fine...

#53
Ohh, I see...

Thanks for responding, Khris!
#54
Hello again!
I have a question. I'm currently making the voices for my game and I'm wondering if it's possible to make a dubbing in different languages (that can be changed from a menu in the game like the translations of the texts). And if so, how would it be handled? I couldn't find anything specifically about this in the manual... maybe I didn't know how to look for this either.
#55
Critics' Lounge / Re: British Voice Acting!
Sun 05/09/2021 18:12:05
Well, it's finally decided, she will be American. It doesn't affect the story too much and it takes a lot of problems off my shoulders :D (it's going to be V). I'm going to remove the tests out of respect for the applicants.
#56
Recruitment / Voice Acting cast: British Woman
Thu 19/08/2021 22:49:44
Hello,

I'm making a demo of an (indie) point & click game and I'm looking for a female voice for one of the main characters.

*You can see something about the game here:
https://twitter.com/ChenkeGames


The character in question is a British woman in her late 20s.

The job consists of 63 lines / 432 words.

If you are reading this and are interested, please contact me by message and let's talk (I'll give a more detailed description of the character then).
#57
Critics' Lounge / Re: British Voice Acting!
Thu 19/08/2021 22:31:54
QuoteHave you tried posting a thread on the recruitment forum?
Actually, no. I didn't see a lot of activity out there, so it didn't really occur to me.

Quoteand if they can deliver a good read does it matter if they're not voice actors?
In theory no, but as it will be a long game, with many nuances in the performance and above all, discontinued in time (because now I will record the demo and the rest when I finish the game), I prefer it to be someone of profession, more than anything else for a matter of commitment and seriousness.
#58
Critics' Lounge / Re: British Voice Acting!
Wed 18/08/2021 17:13:50
Not all the characters will speak with a British accent, in fact there are only 3 of them and one of them is the girl I'm casting. For the men it's more possible to get native speakers (or at least I already have some).

The english translation is made by a professional friend of mine who works (among other companies) for Blizzard doing translations from english to spanish. But of course proofreading will always be beneficial.

There are actors who can easily pass as native speakers, but I doubt I'll be able to find them at the budget level I can manage and the kind of actor research I can do on my own.
#59
Critics' Lounge / Re: British Voice Acting!
Tue 17/08/2021 22:25:53
hey, thanks for the feedback!

B definitely didn't do a British accent on this occasion. None of them are natives, they are all Argentinian actresses with English studies.

QuotePersonally, I found B to be the best because I found it to be the least distracting

It is to be expected, the American accent for us would be the "easiest" not only because of the pronunciation of the words, but also because it is the one we are more exposed to in the media (here in Argentina it is more common to see films and series subtitled than dubbed).

Quotebut I also haven't read the whole script
It would probably be much easier for them to achieve and/or maintain the accent with the game script, as these are short sentences. This is a casting monologue I found on the internet, to be fair, it's a pretty tough test.

QuoteI think you should go with the voice actor you find to be the best and not worry as much about whether they sound perfectly British because there's a bunch of other factors to consider in voice acting and I don't think having the proper accent ranks as highly as others

Yes, I agree on that, there is more to it than the accent, but I would like it not to be an impediment to the enjoyment of the game (I also don't know how annoying accents like these can be).

QuoteI really am enjoying following the progress on this project.
Thank you! it means a lot!  :-D

#60
Critics' Lounge / Re: British Voice Acting!
Mon 16/08/2021 18:41:16
QuoteRP means Received Pronunciation. It's the (somewhat euphemistic) term for 'proper' English
Very interesting, thank you!
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