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Messages - DazJ

#21
Cheers Calin, could you please give me an example of what you mean, code-wise? This is the one thing I really seem to be having a problem with :/
#22
It worked fine with the original Character.Think, but when I used my custom Character.Thinking script via gThinking (so I can position the thought box wherever I wish) it just won't play the sounds.

Does anyone know what the actual code should be to make the associated sound files play when used with Character.Thinking ?

Any help here would be much appreciated here, cheers guys.
#23
I've created a 'Thinking' GUI named gThink.

The Globalscript code is as follows:

Code: ags

void Thinking(this Character*, String message) {
  lblThink.Text = message;
  gThink.Visible = true;
  int delay = (message.Length * GetGameSpeed()) / Game.TextReadingSpeed;
  int min_delay = (Game.MinimumTextDisplayTimeMs * GetGameSpeed()) / 1000;
  if (delay < min_delay) delay = min_delay;
  int ignore_delay = (Game.IgnoreUserInputAfterTextTimeoutMs * GetGameSpeed()) / 1000;
  mouse.Visible = false;
  Wait(ignore_delay);
  delay -= ignore_delay;
  if (delay > 0) WaitMouseKey(delay);
  mouse.Visible = true;
  gThink.Visible = false;
}


The Thinking action is called with the following line:

Code: ags

cPeter.Thinking("&33 The woman was clearly upset.");


The GUI works flawlessly except it's not playing the associated sound files. The sound files are all in the correct Speech folder and play absolutely fine with the standard Character.Say functions.

Is there something wrong that's preventing the Thinking speech sound files from being played?
#24
Yes I've tried all the settings and it makes no difference.
#25
It runs fine on the PC, even runs fine with the OGVs at 1080p. But any size OGV on Android stutters and crawls its way through. This happens on multiple devices.
#26
Did you manage to fix the OGV video stuttering issue? They're only 640x480 videos and stutter on all devices I've tried it on. Is it to do with the fact that the video contains audio?
#27
We now know that it's not hardware-related too as it's still the same with a different card.
#28
Quote from: Dave Gilbert on Mon 02/09/2013 21:32:32
Really? I use region light levels all the time as well! Now I'm really confused.

Exactly, it's odd. This is why I'm wondering if it's down to hardware. We'll know for sure tomorrow because I'm conveniently expecting a graphics card being delivered so we'll have a better idea.
#29
Quote from: Dave Gilbert on Mon 02/09/2013 21:21:12
Quote from: DazJ on Mon 02/09/2013 21:15:40
As for tinting, what problems are you having there? Sadly there are some DirectDraw features that Direct3D just can't do. :(

I'm primarily referring to region light levels, not tinting (my fault - I always confuse the two) - The light levels simply don't work in Direct3D but work flawlessly in DirectDraw.
#30
It's all very well with people saying create your game in Direct3D if it's commercial, but when there's so many glitches with walkbehinds/tinting, it's simply not a viable option. Why is there issues with the Direct3D walkbehinds/tinting?
#31
Agreed. This is a pretty big issue for me. Is it the driver or is it down to specific hardware issues?
#32
Quote from: Andail on Fri 30/08/2013 20:39:35
Does it have to do with the default driver setting?
I never have problems with my own game - it has direct3d as default driver and I never get objects appearing in front of characters, but recently I played a game where I had to change driver to direct3d (default was directdraw) and I got just that problem.

I really hope people won't have that problem when they play my game, because it looks disastrous and is an immediate game breaker.

It seems like something's not quite right with the driver then :/
#33
Quote from: Dave Gilbert on Fri 30/08/2013 20:24:05
Quote from: DazJ on Fri 30/08/2013 20:20:40
Excellent points all around but Direct3D causes nothing but problems in terms of object walk-behinds etc, making it completely unusable.
Really? How so? I use object walk-behinds all the time.

It's always been like that for me, even on different machines with different setups. DirectDraw works flawlessly but Direct3D is a different story. A search on the forums brings up similar problems. I'm guessing it must be down to hardware.
#34
Excellent points all around but Direct3D causes nothing but problems in terms of object walk-behinds etc, making it completely unusable.
#35
AGS Games in Production / Re: Calm Waters
Fri 30/08/2013 18:26:04
Yes, after the advert reaches 50 likes on the page :)
#36
Quote from: Joseph DiPerla on Mon 26/08/2013 12:56:28
Quote from: DazJ on Fri 23/08/2013 12:24:30
So there idea of official Android releases of our products isn't going to possible?

I'm guessing I'd have to hire someone to create the APK for me then.

No, it is possible. It is very possible. But its a lot of work and it may even take some time. Basic4ppc and Age.seccia.com have it in their apps and they seem to have done it quite nicely. And I can easily create an APK from scratch for games under 42mb. The problem is if the game gets larger. The .OBB files is an issue. But, as it stands right now, you can easily convert the Android launcher port to keep a game under 42mb within it and play it easily. Again, that is assuming you know how to compile for Android in the first place. If JJS could figure a way to factor in OBB files and create a launcher that launches only one game and if one of our windows developers can integrate a  packaging system in the editor, then the whole thing would be possible and would require fewer updates in the future. Then again, it would just be nice if Google allows one file type to be over the limit. That would solve the issue completely.

Cheers for the information, Joseph.

It would be a great help if we had a simple guide on how to compile our projects as an APK just so we could experiment. Do you know where I could find one?
#37
Did you ever manage to find a work around for the stuttering OGV video playback issue? I've tried it on multiple devices and even encoded the video in different resolutions but the issue is still the same unfortunately.
#38
Thanks Khris, that's what I'd been doing in the meantime too :)
#39
So there idea of official Android releases of our products isn't going to possible?

I'm guessing I'd have to hire someone to create the APK for me then.
#40
Those suggestions still don't work I'm afraid.

Does it make any difference that the code is placed in repeatedly_execute_always() for that room? It is triggered after the timer completes. The timer is working fine because the character still displays the speech, but the sound doesn't play.

Here's the actual code:

Code: ags

if (IsTimerExpired(1)) {
  cJoan.SayBackground("&1 Hello.");
  SetTimer(1, 300);
}

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