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Messages - Dave Gilbert

#281
Also there's one odd discrepancy I noticed when exporting my VO lines. (sorry for the double-post)

Here's a sample from a script (exported into Word):



As you can see, only SOME of the lines have the "Player:" line before the dialog, while others do not. I did some digging and discovered why.



The player's lines that got exported to the script are the lines that are checkmarked as "show" in the editor. I would like ALL of the player's lines to be exported. Is there a way to do that? The player characters isn't voiced, which is why I didn't write include their lines in the dialog itself.

Any help appreciated! Thanks again. This module is absolutely indispensable!
#282
Quote from: SpeechCenter on Thu 23/06/2016 20:18:15
Quote from: Dave Gilbert on Thu 23/06/2016 15:57:57
So I have been using this plugin for four years now and had no problems. I would seriously be lost without it. Today, sadly, I have hit a snag.

My game has a lot of background conversations (e.g., non-blocking). It got very complex very quickly, so I created a system that generates them fairly quickly. I've created an array of structs called bgConv, with each struct in the array containing the character, the line to be spoken, and the audiofile name (currently "null" until I get the VO in). I created a command, attached to the struct, called "convSetup" which is used like this:

Code: ags

    BGconv VillageEye2;

    function BGsetup()
    {
        VillageEye2.convSetup(cEli, "Do these drawings on the wall mean anything to you, Mandana?",null);
        VillageEye2.convSetup(cMandana, "I can not decipher their meaning, but I do get a sense of... reverence?",null);
        VillageEye2.convSetup(cEli, "Reverence. Like worship?",null);
        VillageEye2.convSetup(cMandana, "It is only a feeling.",null);
    }  


The plugin can pick up dialog that is called by global functions, but that doesn't seem to apply to functions that are subcommands of other objects (like structs).  Is there a way to enable Speech Center to pick up these conversations? Or should I cut my losses and just redo how the function works? In hindsight, I probably should have tested this out long before now.
Hi Dave, long time :)
I checked and indeed this option is not covered. I'll try to find some time to update this, but I cannot really say at the moment when I'll be able to do that. Is it possible for you to use a global function for now?

Quote from: Dave Gilbert on Thu 23/06/2016 20:28:49
Well, it will be a looong time before this game is ready for voice acting. At least a year. So if you think it will be addressed sometime before then I will keep going as is. Thank you!

Hello! So it's been a year and a half and I'm gearing up to start recording in a month or two. Any chance of this being addressed? Thanks again and apologies for the issue. :)
#283
You said that browser game was not popular. A game can only be played if people know about it. What sort of marketing/promotion did you do for that demo? Did you even tweet about it? I did a google search for "cosmos quest v demo", and the only results that came up were from this forum.
#284
Technobabylon hit 10831. That's our highest so far.
#285
Yes yes yes. Love Boston. Count me in.
#286
ââ,,¢Â«Ã¢â,,¢ÂªÃ¢â,,¢Â© Woahhhh we're halfway there (to the maximum sprite limit!) ââ,,¢Â«Ã¢â,,¢ÂªÃ¢â,,¢Â©



Working on the last section of this game now. This... might actually get done.
#287
So I've been doing quick little  devlogs where I show off various features of the game. Here are the first two (they are about five minutes long each):

https://www.youtube.com/watch?v=0mOhHzSN4Ww

https://www.youtube.com/watch?v=NRZyt0PSIoQ

#288
Thanks! Also: Woo 14th page.
#289
Quote from: TheFrighther on Wed 20/12/2017 18:02:59

I beg your pardon, I didn't understand if there is a combat-system. The characters may die fighting the monsters and game-over?

Nope! No combat. Any fighting is done via typical adventure game mechanics.
#290
I just want to say that this module is FANTASTIC. It's too late in my game's production to use it for my own, but I will definitely look into it for the next one.
#291
They haven't said no to me yet!
#292
The Steam page is LIVE! If you have any interest in buying the game someday, please wishlist it!

#294
AGS Games in Production / Re: Unavowed
Wed 06/12/2017 17:11:43
I created a function in Unavowed called omg();

Take a guess what it does.





#295
This is so cool! Is there any way to make these bubbles non-blocking?
#296
Quote from: Snarky on Sun 03/12/2017 14:47:44
Good call! I've been playing Technobabylon, and bothered by the actors pronouncing "Corps" as "corpse" instead of "core".

The game takes place in the future. Things are pronounced differently.
#297
AGS Games in Production / Re: Unavowed
Thu 30/11/2017 20:03:29
I was interviewed by Indie Hangover several months ago and it just went live!

http://www.youtube.com/watch?v=5uI3qVNvBbY
#298
One alternative option, if storing the sprites as separate files isn't doable.

Can there be an option to split the sprite files into smaller chunks? Much in the same way you can split up the game's .dat file?
#299
AGS Games in Production / Re: Unavowed
Tue 28/11/2017 15:27:55
Quote from: eri0o on Tue 28/11/2017 01:11:35
a Ben304 game with Dave's drawings 8-0 !

That would be horrible. At least visually!
#300
If you removed the 16-bit option from the settings, why would there even be an option to run the game in 16-bit mode in the first place? <hides>

Danzvare: I think 32-bit color depth is the default now. At least, it was the default when I just did a test.
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