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Messages - DazJ

#41
I'm using AGS 3.2.1.

Here's one that has me completely baffled.

I've got this in my script:

JOAN.SayBackground("&1 Hello.");

I've also got JOAN1.OGG in the Speech folder. It simply won't play. The text appears but no sound. I've tried it in MP3, OGG, WAV, neither work.

I've Compiled and tried, I've also tested it by running normally but still no luck.

Any ideas?
#42
It's applying to ALL objects in any room, that's the problem. There's no repeatedly_executes set. The only Modules I have are the following:

- Lake
- Scumm VerbCoin
- Smooth Scrolling

I'm guessing it must be one of those but I'd have thought it would be quite a common problem if it was.
#43
I'm embarrassed to ask this but it's been bugging me for a long time.

I have objects in my room that only appear once an event is triggered. I set their visibility property to FALSE in their respective property window but the objects are still visible when the room loads, regardless of this setting.

The only way I've found to make them invisible is to actually code it in the Room_Load function and it works. It's very strange.

Any ideas why this is happening?

I'm using standard 3.2.1.
#44
AGS Games in Production / Re: Calm Waters
Sat 03/08/2013 21:15:57
Thank you :) It's really really taking shape now.
#45
Thanks. We've brought this up a few times and we've been told that it's being worked on, that's why I just asked for an update.
#46
Do we have an update yet on being able to convert our games into APKs ourself? :)
#47
AGS Games in Production / Re: Calm Waters
Sat 27/07/2013 23:18:42
Thanks, Chicky.

Yes, the atmosphere plays a huge part in the game so I'm glad that it's translated across successfully :)

UPDATE:

Updated design:

#48
AGS Games in Production / Re: Calm Waters
Sat 27/07/2013 13:41:48
UPDATE:

Added an Exclusive Gameplay Preview Video:

http://www.youtube.com/watch?v=ecmY789sNbk

Enjoy :)
#49
AGS Games in Production / Re: Calm Waters
Wed 10/04/2013 10:34:17
I've been plowing through now and it's really making progress. I may release a playable short demo in the next week or so.
#50
Do we know why OGV files are stuttering, even on a Note II? I'm playing them at 640x480 so it surely can't be too high a resolution can it?

They seem to stutter on near enough all phone models.
#51
B4A sounds the way forward. And thanks for clearing up the APK file size thing. It does make me wonder though how we exactly apply updates to an app created with AGS when the whole compiled game is basically one large EXE file.

Will you also be implementing options in to the compiler such as 'Force/Stretch to Fullscreen' and 'Fixed Orientation: Horizontal/Vertical' etc? Look at me, pushing my luck ;) lol

Daz.

#52
I thought Play Store's limit was 4GB anyhow? Are you still planning on releasing a modified version of the AGS Editor for this, or provide it as a service? :)
#53
Any update on this Joseph? :)
#54
AGS Games in Production / Re: Calm Waters
Thu 28/02/2013 15:42:00
It went through so many changes it's unbelievable but it's still going strong :)
#55
It's actually very interesting finding out these little nuggets of information about how much indie game makers are roughly earning. I've been working on Calm Waters for what seems like forever, and being a commercial project, this makes for very interesting reading.
#56
This is looking absolutely great guys! Really captures the feel of the original :)
#57
AGS Games in Production / Re: Calm Waters
Wed 27/02/2013 16:31:45
It's been a while since the last update.

There's been a lot of changes to the game, especially the main character, Peter, as you can see from the promotional pictures below.

Also, the 720p HD aspect has been dropped in favour of good old 640x480-style as it was proving a problem when it was coming to porting. So far, I'm very happy with how it's all coming together.

There's a also a new inventory system that's been created which can be seen at the very bottom.












#58
Cheers Khris.

I honestly do feel rather foolish but just couldn't figure it out properly lol. Anyhow, it's all done now and working like a charm - cheers pal.
#59
I know, I feel so stupid. Yet I still don't know what you're trying to tell me to do? The first 4 loops are the walking directions for the character. How can I put the talking frames in there as well? How would I define them?

EDIT: DUH. Ignore me. I'm so sorry for being thick today :/
#60
I feel rather odd to be asking this but it's really bugging me and I can't seem to find an answer to it.

My main character has 4 talking views - one for Up, Down, Left and Right. However, let's say the character looks at a hotspot at the far right of the room; the character will walk over to it, using the walking-right view, but then he'll face the camera when he describes what he sees.

Isn't there an easier way of the character to stay in the view when he talks instead of facing the camera without scripting his view for every single hotspot he interacts with?
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