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Messages - Danvzare

#221
Quote from: PatientRock on Tue 27/06/2023 12:46:04There is legal precedent in the US for the protection of someone's voice going as far back as 1988. (https://en.m.wikipedia.org/wiki/Midler_v._Ford_Motor_Co.)
Oh wow! I did not know that!  8-0
Thanks for sharing.

I love hearing about things like that.  :-D
#222
The Rumpus Room / Re: Name the Game
Sun 25/06/2023 15:00:22
Ski Free: Garfield Edition?  (laugh)
#223
I don't know if we're assigning roles or accepting volunteers yet. But I just want to say that I would gladly make all of the inventory items if you want them in a consistent style.  :-D

I rather enjoy drawing inventory items, even when there's a lot of them. And if you've seen any of my games, you probably have an idea as to how I draw them. Just tell me what to draw, the size limitations, and palette limitations if any, and I'll make them.  :-D

Then again, someone else might want to do it (or might be better suited for it). I just thought I'd throw my hat in the ring just in case.  :)
#224
Quote from: Ponch on Sat 24/06/2023 16:22:25This is becoming a bit worrisome.
Agreed.  :undecided:
#225
Quote from: gulshan212 on Fri 16/06/2023 10:02:54Hello this is Gulshan Negi
Well, according to me, AI art creation is an evolving field that both excites and challenges the art community.  It creates debates and discussions about the nature of art and the relationship between human and machine creativity, in addition to opening up new creative opportunities. We can say AI is at peak and there is still a lot of research going on in this field. 
Thanks
No offense, but that is the most nothing statement I've ever heard about AI, and could be used to describe almost any field in technology (seriously, you can replace "AI" in what you said with something like "Video Games" or "The Internet" and it still makes sense).

This is what I'd expect to hear in a company's press release, not a forum full of personal opinions and thoughts.

So is there anyway you could elaborate in detail and actually share your personal thoughts on the matter? I'd love to hear them.
#226
Quote from: Crimson Wizard on Mon 12/06/2023 13:35:28
Quote from: cat on Mon 12/06/2023 09:57:14The real question is: how much adventure game is needed for a demo game? If you want to get a game with good story and great world building, there are tons of them in the database. The demo game should IMHO showcase the most common use cases and how to implement them.

Yes, I guess you're right.

So, the rule should then be that each room is self-sufficient, not requiring visiting other rooms for completing.
Like Gobliiins.  :-D

I think that would be a very good rule of thumb to follow for a demo game.  (nod)
Unless we need to showcase how something can happen in one room and affect another. But that's the only exception I can think of.
#227
Quote from: cat on Tue 06/06/2023 21:43:06I agree that we should decide resolution before setting up the project and doing any artwork. I also agree with your concerns. 640x400 is still rather lo-res, but it might be a good middle ground between 320x200 and anything considered high-res. This gives the creator of each individual room background some freedom in chosen style - you could still do fake super lo-res by drawing the background in 320x200 and scaling it up before import.
Considering this is probably going to be quite text heavy and include descriptions for how to implement certain features. I think going for 640x400 or a resolution along those lines, would definitely be preferable to 320x200, at least for readability sake.  (nod)
(Not that there's anything wrong with pixelated fonts, it's just hard to get a lot of text on screen at once in a low-res game, without it looking overwhelming.)

Quote from: RootBound on Wed 07/06/2023 22:22:07What do we think? One-click or a default like BASS? Pros? Cons?

Lurkers, chime in!
I highly doubt this demo game will be played on a mobile, and I also think it would be beneficial if there was some sort of implementation of the mouse wheel as a code example. So I don't think there's a reason to go for the one-click interface. Although I do think a one-click interface template should be included with AGS one day. But I digress.

As for the interface we should use for this, well personally I think a custom interface which can change between rooms would be preferable. So you can showcase each of the interfaces that come with AGS by default, you know 9-verb, BASS, ect. But considering that might be difficult to implement, the next thing I'd suggest is to just choose the one which seems the most popular to newbies. Which interface do most people gravitate towards when they first start using AGS?

For the record, the first interface I tried to use was a 9-verb template I found. But that was many years ago, and I'm usually in the minority with preferences like that. Besides I haven't tried to use a 9-verb interface in a long time.
#228
While I may have never actually spoke to him in any form (it seems as though his last active date was before I even joined), I did know him thanks to his lasting impact on AGS. So this is quite sad news.

Rest in peace Phil.  :=
#229
Congratulations to all of the winners and nominees. And an extra special congratulations to Mandle.  :-D  (Speaking of which, has he heard the news yet?)

Quote from: CaptainD on Sun 28/05/2023 11:06:08I also learned a large number of new ancient Chinese proverbs at the awards, which is something I'll always treasure.
Same here. It was a surprisingly educational ceremony.  (nod)
#230
AGS Games in Production / Re: REBOOT
Sun 28/05/2023 12:18:20
On the one hand it's a shame that development on this game will have to slow down.
On the other hand, congratulations on securing that funding for that Unity game. I hope it does well.  :-D
#231
Is it possible that Windows itself is preventing the EXE from being built because of file location permissions? It is after all the main reason why the config file for games compiled with AGS, is now no longer saved in the game's main folder.
#232
Quote from: cat on Fri 26/05/2023 13:21:03The ceremony will happen tomorrow! I hope everyone will be there.  :)
I'll try my best to be there, but I may be a little late.  :-D
#233
I'm personally of the opinion of having a tutorial game. One where you can look at the code for each individual room and get a good idea of how they were coded.

I remember when I first started with AGS, I liked to look at the example rooms that came with templates, to see how to do basic things (I even ended up making one myself as a personal notepad of snippets of code).

Something like that can also be its own little (albeit simple) game. After all, to demonstrate picking up a key and using it on a door, it's best to actually have a room where there's a key on the floor which you can pick up and use on a door.

But that's just my two cents on the matter. There are definitely good reasons to have a demo game that's meant to be a showcase of what you can do with the engine, rather than a tutorial game which tells you how you can do things with the engine. It all depends on whether we want to inspire newcomers or help them get acquainted.
#234
Quote from: Crimson Wizard on Thu 18/05/2023 00:34:08Trying to remember things that are asked about often enough...
Something that I think I've seen a few times, is people wanting to combine items both ways without having to duplicate the code. Like using the scissors on the paper, and the paper on the scissors.

Also I remember when I first started with AGS, I really struggled with implementing doors. Yes, I know it sounds stupid. But at the time I couldn't wrap my head around an object that could be open or closed, you can switch it between both states, only go through it when it's open, and the door's state has to be consistent if there are multiple way to enter the same room. It's obvious to me now, but it wasn't at the time.
#235
How on earth did I not notice that the date for the ceremony was announced two days ago?  ???
Sometimes I can be as blind as a bat.  (laugh)

I can't wait to attend.
#236
I know ScummVM isn't perfect, but in what way is DREAMM better than ScummVM?

EDIT:
The FAQ pretty much just boasts that it should in theory be more "accurate", which is something I don't understand why you'd want with these particular games. I mean these aren't exactly the types of games where you'd see people complaining about not getting frame perfect recreations of every little detail compared to the originals. So why have accuracy when you can have enhanced?
Also why wouldn't you use just use DosBox if you wanted accuracy that badly?

Although I suppose it'd be nice to play some of those later 32-bit games by LucasArts, the games that would never be supported by either DosBox or ScummVM.

EDIT 2:
Sorry if I came across as hostile. I'm just legitimately curious as to what the highlights of this thing are, because I thought it looked a bit redundant and I wanted to know why that isn't the case.
Regardless though, more ways to play great games is always welcomed.
#237
I'm not a lawyer, so please take everything I say with a pinch of salt.

Personally, I've never heard of someone's voice being protected by law. Their likenesses, yes, definitely. But not their voices. If I had to make any guesses, the only laws you'd be breaking is the copyright law on the soundclips used to train the AI. If they're recordings you personally own, then theoretically there should be no legal repercussions. After all, they're your recordings and you can "edit" them however you like. So as long as it isn't stipulated anywhere that you'll owe royalties for their use, it should be fine.
Although please keep in mind that this is only because this is all new technology, and the law hasn't quite caught up yet.

Now from a moral perspective, I think it's safe to say most people won't be happy if you use an AI generated version of their voice without their permission. Especially if you end up profiting from it. And if it's your friend, I suspect that would be a good way to end a friendship. Then again, all of my friends would gladly voice act for free if I asked them, so I could be wrong on that.  ???



On a related note, as someone who added AI voice acting to one of my games (it's the Reality-On-The-Norm game I made), I can safely say that using an AI for all of the lines takes roughly the same amount of time (if not slightly longer) as recording them all yourself. The only difference is, instead of getting a sore throat, you end up being bored out of your mind. Make of that what you will.
#238
The Rumpus Room / Re: Name the Game
Tue 02/05/2023 14:03:46
Quote from: Volcan on Mon 01/05/2023 22:01:19Phantasmagoria of Flower View
That is correct. Your turn.  :-D
#239
The Rumpus Room / Re: Name the Game
Mon 01/05/2023 19:12:07
Quote from: Gilbert on Mon 01/05/2023 05:47:52Looks like a Touho game, but I'm not familiar with the series to name which game it is.
You're on the right track, but you're going to have to give me the specific entry. Either the number or the subtitle.

(And don't worry, I know most of the entries look similar, so I've made sure to choose a game where even someone who has never played it, can differentiate it from the other games in the series.)

#240
The Rumpus Room / Re: Name the Game
Wed 26/04/2023 15:17:31
Alright, hopefully this one isn't too difficult.

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