Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Chomba

#61
Critics' Lounge / Re: British Voice Acting!
Mon 16/08/2021 06:17:08
Thanks for the feedback Ali!

QuoteI don't think any of them sound like natural RP English
sorry, what does RP mean?


QuoteI'm afraid. V is the best, but it sounds like a parody posh voice to me.
Well, partly it's good because it's supposed to be posh, the character belongs to the upper class in the year 1937. Partly not so good because it's not supposed to be a parody either (or not so much).

QuoteI would suggest auditioning actually British actors, sorry!
Haha, it´s OK! I prefer honest opinions (without being malicious, of course).

Hiring a British actress would be the most logical thing to do, but I don't think it's within my means. I have a casual job (no bank, no credit card, no nothing) and I live in Argentina, which has a huge mess with currency and transfers abroad and all that.

So I guess I'm pretty much tied to what I can get for casting here. The other way out is to turn it into an American character (which with that accent is not so much of a problem).
#62
Critics' Lounge / Re: British Voice Acting!
Sun 15/08/2021 17:14:23
Thanks for the feedback!

QuoteB sounds like an American to me.
Yeah, I had the same impression about B, I hesitate about whether the accent is very subtle or just not there (in a previous test she did it quite a bit more pronounced).

QuoteI'm not sure whether A or V sounds more British. Maybe V. The voice actors are clearly going for a London accent and I'm from South Yorkshire, so I'm not exactly the best judge.
No problem mate, even if it's a London accent, you've probably heard it more than me haha.
#63
Critics' Lounge / British Voice Acting!
Sat 14/08/2021 19:27:57
Hi all,

I'm casting a character of a British woman (she's a leading lady, I'm already in the last stage of casting) and I need to decide between 3 applicants. My hearing is not sharp enough to know which one could pass for a native British accent.

I am looking for native speakers who can help me decide. If you would be so kind as to give me a hand with that, that would be great!

Here is the Drive folder with the tests:
[Removed]
#64
Recruitment / Re: Artist wanted - Paid project
Sun 18/07/2021 02:50:36
I sent you a PM
#65
QuoteWhat I couldn't get is to make the arrows change graphics when the mouse passes over them or when they are pressed.

The closest I could get is that pressing the mouse over the image of the arrow changes it, but it doesn't go back to the original graphic.

Hello again!

Could someone give me a hand with this part?
At least to know what commands I should use to achieve this effect. I think it's the only thing I'm missing to finish the base structure of the game :D
#66
It looks really cool! I'm already looking forward to play it!  :grin: :grin:
#67
QuoteNo, that should be fine I think. it's "DOC" for the first and "DOCP" for the second.
These tags should not include leading "c".

Of course, now that I reread what I posted I could understand why you were telling me this.

Quoteor should I also rename it to "cDoc" because it is only three letters

here I should have said: or should I also rename the cDoc character to have more than three letters? (sorry for my english)

in fact, this:
QuoteThese tags should not include leading "c".
was the only thing that was clear to me haha

thanks for taking the time CW!

#68
Sorry to reopen this topic, but another question came up.

What if I have a character that has 3 letters in his name?

"cDoc" and "cDocPosta" ... the names of the files would be for example: DOC1 and DOCP1? or should I also rename it to "cDoc" because it is only three letters?
#69
QuoteThere's no way around this currently other than making sure at least 1 letter is different among the first 4.
Oh crap... Ok, I hope it won't cause too many problems... I guess I'll have to change their appearances in the code afterwards.

Thanks for the quick response CW  :grin:
#70
Hello again,

This time I bring some doubts that have arisen lately.

1.

I saw in the manual (late), that to name the voice files of the characters you have to use the first four letters of the assigned name (the code name) and the number of the "&" (XXXXY)... what happens if I have characters that share the first 4 letters? for example, I have these characters "Falsoroger", "Falsomaton", "Falsoprofweaver"; that I use for when the character speaks but is not on the screen.

2.

If the above is a problem, how can I solve it by doing as little damage as possible?


I had more questions but I forgot them while I was writing....
#71
QuoteNota al margen: "alguna" no lleva tilde, y en ese contexto, "este" tampoco. Por otro lado, "por qué" debería llevarla ;)
Noted and correted!  I haven't done the spell check yet, to tell you the truth... but now I see with terrified eyes that I need it haha

QuoteChomba, I'm drunk and can't help now but I am happy seeing that game image!
HAHAHAHA I laughed out loud.
Good for you! the world of coding can wait haha
#72
Well, I was able to move forward to a certain point and got stuck!

(Here, a screenshot of what I was able to achieve)

[imgzoom]https://i.imgur.com/le8ljcP.png[/imgzoom]

I managed to set it to the dimensions I wanted, change the font (which I discovered I had to change from two different places in the code, otherwise weird things would happen), the background colour, change the graphics of the arrows (and their dimensions), the font colour, how far the line of written text could go and the distance between one line of dialogue and the next.

It may not be much, but for me it's quite an achievement :D

What I couldn't get is to make the arrows change graphics when the mouse passes over them or when they are pressed.

The closest I could get is that pressing the mouse over the image of the arrow changes it, but it doesn't go back to the original graphic.

For this I used the command

Code: ags
arrow_up.Graphic = 2149;
// is the predefined graphic of the pressed up arrow


in the section of

Code: ags
function dialog_options_mouse_click(DialogOptionsRenderingInfo *info, MouseButton button)


I tried several ways (I didn't keep track) and placing it in different parts of the subsequent code, but I couldn't achieve another effect, I wanted to use the "Wait" command (to wait a few milliseconds and go back to the other graphic), but of course it didn't work haha.

I also tried using

Code: ags
Mouse.IsButtonDown


I did it in different ways, but I always got the same result, that the arrow is pressed, but stays in that graphic (until I select a dialog option and it resets).


-------------------------------
Extra points:

Spoiler
I also had another problem, when I wanted to make the system but only with 3 lines, where the dialogue options were being removed when the character said them.
What happened was that at the beginning everything was fine, I chose one, it disappeared and the others moved up, but after choosing the second one (out of 4 in total), the last option was separated two spaces from the previous one...
When I did the 4-line option system this didn't happen.

In the end I decided to go for the 4-line system anyway, but it would be good to know why this could be happening.

the (recreated) code would look something like this

Code: ags

// new module script


struct Rect {
  int x, y, w, h, Graphic;
};
Rect arrow_up;
Rect arrow_down;
int scroll;
int option_count;

 
function dialog_options_get_dimensions(DialogOptionsRenderingInfo *info)
{
  // Create a 200x200 dialog options area at (50,100)
  info.X = 0;
  info.Y = 158;
  info.Width = 320;
  info.Height = 42;
  // Enable alpha channel for the drawing surface
  info.HasAlphaChannel = true;
  arrow_up.w = 24;
  arrow_up.h = 26;
  arrow_up.x = info.Width - arrow_up.w;
  arrow_up.y = 0;
  arrow_up.Graphic = 2147;
  arrow_down.w = 24;
  arrow_down.h = 26;
  arrow_down.x = info.Width - arrow_down.w;
  arrow_down.y = info.Height - arrow_down.h;
  arrow_down.Graphic = 2144;
  scroll = 0;
}
 
function dialog_options_render(DialogOptionsRenderingInfo *info)
{
  DynamicSprite* spr = DynamicSprite.CreateFromDrawingSurface(info.Surface, 0, 0, info.Width, info.Height);
  DrawingSurface* surf = spr.GetDrawingSurface();
  surf.Clear(0);
  surf.Release();
  
  info.Surface.DrawImage(0, 0, spr.Graphic, 42);
  info.Surface.DrawImage(arrow_up.x, arrow_up.y, arrow_up.Graphic, 0);
  info.Surface.DrawImage(arrow_down.x, arrow_down.y, arrow_down.Graphic, 0);
  
  int ypos = 0;
  option_count = info.DialogToRender.OptionCount;
  if (option_count>3) option_count = 3;
 
  // Render all the options that are enabled
  for (int i = 1+scroll; i <=option_count+scroll ; i++)
  {
    if (info.DialogToRender.GetOptionState(i) == eOptionOn)
    {
      if (info.ActiveOptionID == i)
              info.Surface.DrawingColor = 58923;
      else
        info.Surface.DrawingColor = 58511;
 
      info.Surface.DrawStringWrapped(5, ypos , info.Width - 10,
              eFontFont, eAlignLeft, info.DialogToRender.GetOptionText(i));
      ypos += GetTextHeight(info.DialogToRender.GetOptionText(i), eFontFont, info.Width - 10);
    }
  }
}
 
void ScrollDown(int max_opt) {
  scroll+=1;
  if((scroll + option_count) > max_opt) scroll = max_opt - option_count;
}
 
void ScrollUp() {
  scroll-=1;
  if(scroll < 0) scroll = 0;
}
 
function dialog_options_repexec(DialogOptionsRenderingInfo *info)
{
  info.ActiveOptionID = 0;
  if (mouse.y < info.Y || mouse.y >= info.Y + info.Height ||
      mouse.x < info.X || mouse.x >= info.X + info.Width - arrow_down.w)
  {
    return; // return if the mouse is outside UI bounds
  }
 
  int ypos = 0;
  // Find the option that corresponds to where the mouse cursor is
  for (int i = 1+scroll; i <=option_count+scroll; i++)
  {
    if (info.DialogToRender.GetOptionState(i) == eOptionOn)
    {
      ypos += GetTextHeight(info.DialogToRender.GetOptionText(i), eFontFont0, info.Width - 10);
      if ((mouse.y - info.Y) < ypos)
      {
        info.ActiveOptionID = i;
        return;
      }
    }
  }
  
}
 
function dialog_options_mouse_click(DialogOptionsRenderingInfo *info, MouseButton button)
{
  int d_x = info.X;
  int d_y = info.Y;
  
  if(button == eMouseLeft) {
    if(mouse.x > arrow_up.x + d_x && mouse.x < d_x + arrow_up.x + arrow_up.w &&
       mouse.y > arrow_up.y + d_y && mouse.y < d_y + arrow_up.y + arrow_up.h) 
           
    {
      ScrollUp();
    
      info.Update(); 
    }
    
    if(mouse.x > d_x + arrow_down.x && mouse.x < d_x + arrow_down.x + arrow_down.w &&
       mouse.y > d_y + arrow_down.y && mouse.y < d_y + arrow_down.y + arrow_down.h) 
    {
      ScrollDown(info.DialogToRender.OptionCount);
      info.Update();
    }
    
    if (info.ActiveOptionID > 0) {
         info.RunActiveOption();
}}
}
[close]
#73
the Gif runs very fast, but...

[imgzoom]https://i.imgur.com/cMFvXiP.gif[/imgzoom]

Now I'm going to customize it!
If all goes well, I'll send you later how it turned out haha
#74
Hi Litch, I'm not well versed in this coding stuff.
But personally (and for that reason) I would avoid going to another room for the rocket animation.

Instead what I would do would be to have the fullscreen animation pre-rendered, "load it into the game as an object", make it visible, animate it (all frames) and make it invisible at the end. This way, you should never leave the room and you could continue with the code without any problems (since it's practically a cutscene).

I don't know what you think about this solution...

Otherwise, I guess using a boolean variable that is activated at the end of the rocket and starts up a small animation when you enter the room (and turns off again after that) should work.

I don't know if you understood what I said, but at least I tried hahaha.
#75
Ok, so far so good!



I would be lying if I told you that I understand exactly what each line of code does or that I understand how each command works. But I'm starting to understand what small sets of code do!
The step by step is very helpful to understand all this!
#76
Wow, eri0o!

Thank you so much for taking the time to make such an elaborate response! I'm going to get on it and let you know how it went!

Again, thank you so much for taking the time to answer my question  :grin:!
#77
Ah yes,

if you're totally new to AGS, the tutorials from densming (after following the basic tutorial in the manual) are very helpful and some of the best stuff out there!



QuotePS - (Chomba ninja...  (laugh) )
*insert Bruce Lee sound
#79
Hello again,
This is perhaps a complicated query, or a simple one... I don't know, but it's something I haven't been getting good results with.

I'm using the BASS template in version 3.6.0

I'm not really fond of the way the dialog options are displayed in this template, I'd prefer something with a fixed size and a couple of up and down arrows, more like the one in the thimbleweed template.

At one point I used a "gui" (it was a black rectangle with transparency) for the dialogue options, but if I exceeded the number of options that went in, I had no way of accessing the rest.

I was trying to use some modules but I didn't have much success and most of them have command compatibility problems (one I was able to get working but I didn't like it).

I saw that there is a section in the manual dedicated to this, but I honestly can't understand it (AGS and this game are my first approach to anything related to the programming world).

My main queries would be:

* Is there any way to export the way to handle the thimbleweed template dialog options and use it in the BASS template?

* Is there a relatively simple way to put scrolling arrows in a custom gui (I saw a module that did this, but all the dialog had to be written in the global code and it was a major problem)?

* Is there any way, as a last resort, to use the BASS template as is, but make the background colour of the dialog options transparent?
#80
Thanks CW!

I went down the rabbit hole and after a lot of back and forth I managed to fix it.
As I couldn't find the *.bin that apparently had to be deleted to fix the problem I had to keep looking.

QuoteNot read it all through yet, but apparently this is caused by Nvidia drivers.

Yes indeed. i found that resetting (restoring) the global 3d settings from the nvidia control panel could fix it. And it did! (just make sure that the changes are applied)


PD: I'm going to change the title of the topic so that if someone has the same problem they can find the solution more easily.
SMF spam blocked by CleanTalk