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Messages - Dave Gilbert

#121
Actually, while I've got you, there is a second issue I'm having that's been giving me some confusion.

I'm using the auto height and width, so the size of the dialog box is supposed to change depending on the number of options within the box. Sometimes the size is correct, and other times it is not.

Here's a video of what I am encountering (ignore the placeholder walk cycles and audio watermark!): https://www.youtube.com/watch?v=DJ17OlYIfuA

In this example, I perform these steps to reproduce the problem each time:
1 - talk to the old lady. Dialog box is displayed correctly.
2 - exit the dialog without selecting anything
3 - talk to the other character
4 - exit the dialog without selecting anything
5 - talk to the old lady again
6 - Dialog box is displayed INCORRECTLY.
7 - exit the dialog without selecting anything
8 - Talk to the old lady again.
9 - Dialog box is displayed correctly.

In this instance, there is only a small amount of blank space at the bottom on the window, but in other instances the blank area is much larger. There doesn't seem to be a rhyme or reason to it that I can see.

Any ideas on why this might be happening?

Thanks and hope all is well!

-Dave
#122
I could probably remove the transparent bits of the borders so the background fills up the whole thing, but any ideas why the background is extending *beyond* the borders? I feel like that shouldn’t happen.

I have a deadline of mid-June to get this done so if you don’t think you’ll have time before then I will try to find a workaround.
#123
CW can explain the fullscreen thing better than me, but I am referring to this:



Nearest neighbor keeps the sharp pixel look when expanding the resolution, but if you LOWER the resolution it can produce some very unpredictable results. So for a high res game like this, linear interpolation is better. It softens out the edges and looks better when shrunk down.



In these screenshots, I've shrunk the window to about half the usual size. Left side is nearest neighbor, right is linear interpolation.
#124
Very cool! I've been having a few niggly issues with this module so hopefully someone can help.

I have border images and a background image. Both the border and the background have a transparent color. The border displays just fine, but it looks like the background and the borders are overlapping (the spots where the transparent color gets darker). Normally I'd expect the borders to be drawn right on the outside of the background, but the bottom and right borders are being drawn *on* the background (or vice versa), and the background is extending further to the right and down than it should. Any ideas what is happening here?



I am using an autosized width and height with an anchor point of "top left."

My goal is for the background to be one continuous transparent color, with no overlapping (which creates those weird black spots).

Thanks!

-Dave
#125
Quote from: Nowhere Girl on Sun 01/05/2022 17:11:36
Looks ay-may-zing.  :shocked:
But... 1920x1080 is my screen's resolution. Does it mean that I will be unable to efficiently play the game in windowed mode? :( Or will a slightly shrunk redolution be available as well? Remember that 1920x1080 is a lot, not everyone has such big screen...

I've tested it in windowed mode and it looks fine when set to "linear interpolation". Nearest Neighbor looks terrible. :)

QuoteAnd no travel beyond the Prohibition era? That's not very far away...

Earliest era planned is the Gilden Age, which is the 1870s.

QuoteWill the 1960s, the hippie era, be available as well? If I was to travel in time, than probably there...

Sadly not in this one!
#126
Thanks! That fixed the problem.
#127
Sorry to double post, but this seems to be caused by a bug in the engine rather than the module. The work around was to add these lines of code to an eEventRestoreGame in addition to game_start.

  TotalLipSync.Init(eLipSyncRhubarb);   
  TotalLipSync.AutoMapPhonemes();

The engine bug is being fixed so this info may be redundant soon!
#128
I configure the structs on game_start, so definitely after.
#129
Hello! Loving the latest beta so far, although I've uncovered a pretty major bug. :(

I use several struct arrays where I store various data. One example: a struct containing characters and their view numbers for various costume changes. I propagate these structs at the beginning of the game by calling a function at game_start. ("setupCharacterInfo();"  in this example).

Filling up the structs with data works fine when the game first starts up, but if I load a saved game, the data just disappears. Calling the setup functions a second time under "eEventRestoreGame" fixes it, but I feel like this shouldn't be happening in the first place.

If you need any more information, please let me know!

-Dave


#130
Hello all! I've been using this for awhile in conjunction with Rhubarb, and it seems to be working *perfectly* aside from one big issue.

If I reload an earlier saved game, or press F9, it somehow loses the lip sync data. The voiceover plays but characters' mouths stop moving entirely. Any idea why this would happen?

Any light-shedding appreciated!

edit: To clarify, if I start a fresh game the lip sync plays perfectly with mouth movement. But if I reload a save, or press F9 to restart, then the mouths stop moving (although the VO plays).
#131
That would be a huge help! Thank you. :)
#132
Hello! I was wondering if it was possible to export the VO script in an XML or Excel format instead of a text file? Something like this, or some facsimile thereof:



The Speech Center plugin already lists everything in table-like format, so I assume (although you know what they say about assume) that this should be simple. Any help appreciated!

-Dave
#133
Quote from: stu on Thu 14/04/2022 11:58:34
This looks great.

Love that 'death' animation, revealing the car headlights behind her when she collapses. Very nice!

Total accident! The headlines are coded to flicker at random intervals. It's just a coincidence that they flickered at just that moment!
#135
Quick little sizzle reel of some of the game's animations:

#136
Been working on this for a year so figured an In Production thread was due!

Wadjet Eye is super proud to present: Old Skies!



Trailer

Story
Time travel is real and history is up for grabs! Playing as Fia Quinn, a time agent for the ChronoZen agency, your job is to keep close watch on seven travelers who have the desire (and the bank accounts) to sightsee in the past. Some are simply curious. Others have unfinished business to resolve. And they've all put down a lot of money for the trip, so it's vital that you keep them happy while ensuring they follow the rules. But what could go wrong? It's only time travel, after all.

Written & Programmed by: Dave Gilbert
Backgrounds and sprites: Ben Chandler
Music: Thomas Regin

Features
•    Seven time periods to explore, from the speakeasies of the Prohibition era to the vicious gangs of the Gilded Age to the World Trade Center on September 10, 2001.
•    High resolution 1920x1080 graphics. (That's three times higher than Unavowed!)
•    Puzzles that require temporal thinking to solve.
•    Death! You CAN die in this adventure game, but time travel means you can try again. And again. And again.
•    Musical score by Thomas Regin, the composer for Unavowed and the Blackwell series.
•    Professional voice acting with Wadjet Eye's largest cast yet.

More news as it comes!









#137
Nice! Dutifully updating.
#138
Oh man. It's been an issue for the 20+ years I've been using the engine and it didn't even occur to me to check. YES it works perfectly now! Ignore me.
#139
Another day another weird feature request from me. But since you all have responded to all my other weird requests, why not make another.  :grin:

Pressing the print screen button usually (but not always) advances dialog before the screen is captured.  This is a problem when you want to take a screenshot of a particular piece of dialog. Usually you can't! Also, it creates a bit of weirdness for games with Sierra-style portraits (like most of mine) where the screen is captured after the dialog advances, but BEFORE the portrait disappears. So you end up with a screenshot containing a dialog-less portrait.

Is there any way to have the engine/editor ignore the print screen button for advancing dialog (while still letting you take screenshots with it)?  I get complaints about this *constantly*. And I admit it kind of annoys me too.  := I've installed Fraps for the sole purpose of taking screenshots but it's a bit of a faff to use sometimes.

Thanks!

-Dave
#140
The version I have doesn't work with AGS 3.6.0.13, but the commands are easily updated. Just a quick search and replace fixes it. If you want to know what I did, lemme know.

Edit: What I did was do a search and replace for the following:

Replace System.ViewportWidth with Screen.Width
Replace System.ViewportHeight with Screen.Height
Replace GetViewportX() with Game.Camera.X
Replace GetViewportY() with Game.Camera.Y

There was also a compilation error because the command "ignoreScaling" no longer works with objects. My custom dialog window won't need to scale, so I didn't bother trying to fix it and instead just commented that bit out. :D It works fine.

edit2: Also, hi Abstauber!
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