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Messages - Dave Gilbert

#261
My only issue with that place is that it's marketed as being "away from it all", which tells me that it's not near the actual city? I can find an address on the site so I can't say for sure.
#262
Just an update. The game has officially hit ALPHA (!!) and we are starting the painful process of testing it now. We're also starting the VO casting process.

This actually might get done.

#263
OOohhh. I betatested the original back in, like, 1998 or so. I remember suggesting to the author that all the keys should be placed on a single keychain and he actually DID it. I felt strangely proud.

I will definitely check this out.
#264
Hah! A just created a new build of Unavowed and a bunch of testers were complaining about the alt-tab issue. Was trying to sort out how to fix it and now I don't have to! THANKS!
#265
Triple posting! Sorry to keep posting in this thread, but I discovered a bug and a workaround that folks might be interested in hearing.

So I noticed that one specific room script wasn't being picked up by the module. I was tearing my hair out trying to figure out why. I noticed that when I commented out the majority of the lines in the script, it got picked up. Naturally the room in question was one with LOTS of lines, so after about an hour of commenting and uncommenting later, I discovered the cause!

The culprit was this line:
Code: ags

cVicki.GSay("So what do we do about her?");");


I mistakenly added an extra "); at the end of the command. This is something that the compiler ignored, but the Speech Center plugin did not. I removed the offending code and it now works perfectly!

Edit: I've tried contacting Gilad by PM and email, and have had no reply. So I guess it's safe to say he is no longer actively working on the plugin? Does the source for this exist anywhere?
#266
That might be the same weekend as Boston FIG? (festival of indie games). The date of the event hasn't been released yet, but usually they have it the 2nd or 3rd Saturday of September. Could be a fun thing to go to.
#267
Ah. OK. In that case I will hold off testing it. Thanks.
#268
So... which is it? :-D
#269
I think there might be some confusion. This is an update to AGS 3.4.1 that you released recently? Or is it an update to the Draconian version of the editor? The name of the thread is confusing. Since I use 3.4.1 exclusively, I don't want to mess anything up.
#271
Quote from: SilverSpook on Tue 16/01/2018 19:37:58
Congrats on getting to the finish line!

Not there YET. But getting close.
#272
YES.

That is all. :)
#273
Nothing really to add, except to say that WEG is nowhere NEAR Daedalic's level. Daedalic is a company that employs over 100 people, with full PR teams and marketing departments. WEG is basically just me and Ben and a handful of rotating freelancers. It's like comparing a kid with a camcorder to Spielberg.
#274
Oh good god.

#275
Hey! Finally playing around with this. I'm really digging it so far, but is there way to tell the module to NOT use a talking view for background speech? I use portrait view for all my characters and the module keeps changing the character sprite to the portrait. Thanks in advance! :)

edit: Aha! Nevermind. Figured it out. I do have another question. Is there a way to set the position of the background bubble? There is an option to set the position of the standard bubble, but not the background one.
#276
For what it's worth, I've been supporting my family off of making/publishing/selling adventure games for 12 years. I am well aware there was a LOT of luck at play in getting us to where we are, but if the genre was truly "dead", we'd have been on the street a long time ago. Or, heaven forbid, I'd have had to get a real job.
#277
Yep. I tried that as well. Same thing occurred. I've used the say command for non-portrait characters in many other places throughout the game (for minor characters with 1-2 lines that I can't bother getting a talking portrait for) and never encountered this issue before. So there is something unique about this scenario that I can't figure out!

EDIT: Huh. As a test I set the speech style to lucasarts before each of these alien characters spoke, and the problem went away! So yes, the issue definitely has something to do with Sierra style speech.

EDIT2: It might also have to do with the fact that this is a scrolling room? Dunno. :)
#278
No dummy speech views. There are no speech views at all.

I managed to find a work around. I added an IF statement to my custom Say function that checked if a character used this particular view in this specific room, and then used a SayAt function to place the line in the correct place.



Bit hacky but it works. Still curious why it happened in the first place, though!
#279
@selmiak: I tried changing the first three to cHewey, cDewey, and cLouie but the same thing happened.

@Snarky: I do use a custom say function, but all it does is check for emotional states so I can change the talking portrait. The aliens don't even USE talking portraits.

I have done the "characters designated by numbers" thing elsewhere in the game. There's a nightclub near the beginning with several goths outside it. The characters are named cGoth1, cGoth2, cGoth3 and there is no problem there. The only difference I can see is that the aliens all use the same view. As a test, I assigned the aliens different views but the same problem occurred.
#280
Hi all. I have a sneaking suspicion that I'm missing something obvious here.

I have four characters, all with the same view number. They are alien creatures with slight tinting applied to differentiate them. They are called "ligamentals," so their script names are cLig1, cLig2, cLig3, etc.

My issue is that whenever any of them speak, the text always appears over "cLig1". Each of the aliens uses a different text color, and the text color changes depending on who is speaking, but the text position remains the same.

See this video for an example of what I mean:

http://www.youtube.com/watch?v=Vf_FtQQc_OQ

I've scoured the code and can't think of any reason why this happens. I can animate, move, change the transparency, etc of each of the aliens using their proper script name. I can do everything except make the speech text appear where it is supposed to.

Any light-shedding is appreciated!

-Dave
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