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Messages - DoorKnobHandle

#661
I re-uploaded it to here: http://www.yourfilelink.com/get.php?fid=634101

Let me know if that worked for you, I didn't have the original archive anymore so I had to put it together again.

EDIT: And the demogame can be found here: http://www.yourfilelink.com/get.php?fid=634109
#662
Server just went down, I was playing, got kicked and now I can't connect anymore.
#663
Now minecraft.net is down again... :( Server will probably need another kickstart once minecraft.net goes back online I assume.
#664
I've been online the last couple of days, also always on my own. Can't connect right now either. Earlier minecraft.net went down again so the server probably needs another kickstart as it always seems to need that after the whole Minecraft goes down.
#665
Quote from: Dualnames on Thu 03/03/2011 13:51:59
I just finished my degree today btw. So I'm ultra happy.

Sweet, congratz! :D
#666
Sorry for hi-jacking your thread like that, WHAM (was under the influence of a bit of alcohol last night :D ) and I'm very happy for you as well, solving coding problems can be so relieving!

Thanks guys, appreciate it! Dual, good luck on getting your studies done!

Maybe we can consider this a little "things that made you smile" thread from now on? :p
#667
Quote from: Chicky on Tue 01/03/2011 00:32:09
Congrats Dkh, time to celebrate!

If we're going off topic... I'm filming my first short with professional actors on friday, my lead was an extra in Band of Brothers lol Damn excited.

Thanks, Chicky! If you have any questions regarding short movie making or anything, I'm also doing that, so I'm always willing to help out (even though you probably know more about it that I do, don't have that much experience yet). Going with the Rebel T2i again?
#668
On an unrelated note, I just found out I got my bachelor's degree (English/musicology), wasn't happy with my thesis at all so I was under quite some pressure thinking I might have failed it. But I just found out I passed, with a somewhat decent grade too. Very happy!
#669
Oh, awesome, can't wait to see the pictures then haha!
#670
You did it? Sorry for being a little... direct... there, I just loaded up the world and got a little raged seeing everything gone that I worked hard for. In the future I think it should be etiquette to let people destroy their own stuff and only that, unless you get permission.

I also didn't realize we had backups so no harm done there after all. Sorry again for the namecalling!
#671
I asked for 3 days of notice because I knew that I could only at this point in time make that screen recording of the beautiful world we all spend so much time in and on.

Now some asshole, excuse the language, destroyed it all. Can we find out who was online and then ban them from the server as well as the forum (in case it is a forum member) - unless they apologize and/or explain themselves? That would probably satisfy my anger. :p
#672
Is the (normal) server down again? I tried logging in over the last 6-8 hours and I keep getting the "connection failed" error I posted about before.
#673
Please don't just kill the current world, give us a deadline of a couple days at least please (like 3), I'd like to take a look at it one more time and maybe make a youtube walkthrough so it's saved forever because there it's just so developed right now, so big too.
#674
First of all, you really want to convert your music into a different file format. The wave file format is meant for short sound effects, look up ways to get them into .ogg files and they'll be A LOT smaller and have the same quality to them. Also that might already fix your problem as AGS is best compatible with .ogg music.

Also access your Windows Sound Mixer (how you do that depends on your OS) and go through the output sliders and check none are muted or turned down all the way.
#675
Oh YES! Just the thing that was needed to get me back and motivated! Sweet and thanks for letting us know!
#676
Advanced Technical Forum / Re: SayAt woes...
Thu 17/02/2011 22:15:55
Ah yeah makes sense. Now I just need an invisible font. :p

EDIT: got one, thanks! For others: http://www.angelfire.com/pr/pgpf/if.html
#677
Advanced Technical Forum / Re: SayAt woes...
Thu 17/02/2011 22:05:58
Yeah, looks like there isn't any way around completely bypassing all of AGS's speech functionality. This is the function I came up with, not exactly very nice code but it works fine so far:

Code: ags

function SayEx ( this Character *, String text )
{
	if ( text.CompareTo ( "..." ) == 0 )
	{
		Wait ( GetGameSpeed ( ) );
		return;
	}
		
	SpeechLabel.Text = text;
	SpeechLabel.TextColor = this.SpeechColor;
	
	int x = this.x - gSpeech.Width / 2;
	
	x -= GetViewportX ( );
	
	if ( x < 0 )
		x = 0;
	else if ( x > System.ScreenWidth - gSpeech.Width )
		x = System.ScreenWidth - gSpeech.Width;
	
	gSpeech.X = x;
	
	int y = this.y - FloatToInt ( 145.0 * ( IntToFloat ( this.Scaling ) / 100.0 ) );
	
	y -= GetTextHeight ( text, Game.SpeechFont, gSpeech.Width );
	
	y -= GetViewportY ( );
	
	if ( y < 0 )
		y = 0;
	else if ( y > System.ScreenHeight - gSpeech.Height )
		x = System.ScreenHeight - gSpeech.Height;
	
	gSpeech.Y = y;
	
	gSpeech.Visible = true;
	
	int old_view = this.View;
	
	this.LockView ( this.SpeechView );
	this.Animate ( this.Loop, this.SpeechAnimationDelay, eRepeat, eNoBlock );
	
	int timer = 0;
	
	while ( timer < GetGameSpeed ( ) * 2 && !mouse.IsButtonDown ( eMouseLeft ) && !IsKeyPressed ( eKeyEscape ) )
	{
		Wait ( 1 );
		timer++;
	}
	
	this.UnlockView ( );
	
	gSpeech.Visible = false;
}


It takes scaling, character colors, scrolling rooms and multi-line speech into account as well as animation, manual skipping with the left mouse button or escape and even the ellipsis that translates into a 1 second delay and no text output. All you need is make a transparent GUI called gSpeech with a label SpeechLabel on it.

For some reason it won't work in dialogs however (I'm using the "  player.SayEx ()" thingie in my dialogs). Any ideas why that would be?

Thanks for the help so far!
#678
@Ryan: Ah got ya. Well, use low-res coordinates in script is set to false and has been. I was using x2 (to effectively plat at 1280x800) but I just tried it at x1 and the problem remains unchanged.

@Khris: Unfortunately the problem's still there even with your code. I'll switch back to the Say function and see if that even aligns horizontally (I was pretty much only concerned with vertical positioning when I still used the Say function). If say doesn't align horizontally in a proper way something else must be broken (my character sprites are all centered of course :p ).

EDIT: Ok, sorry for the confusion. I just noticed that even the standard character.Say function displays text all the way on the right. Any ideas what could be causing this? My player character in the beginning is set to use a giant sprite because of a big animation, but it is then changed to a standard stand/walk view. Maybe the size isn't updated properly. I'll investigate.

To clarify, my character view has the standard 8 loops of 256x256 sprites with the player character centered. It also has a ninth loop that is almost fullscreen for a special animation. I was thinking it maybe got the size (and thus the player.x coordinate) off of the ninth loop maybe but then again when I check the player character position via debug mode and ctrl+d I get the exact right location from the output, ie character position x @ 256 which is exactly where its feet are drawn in the game. I'm throughly confused.
#679
That is correct however my room isn't scrolling so missing the ViewportX/Y isn't the problem at hand. GetViewportX ( ) returns 0 in a 640x400 room in a 640x400 game. :
#680
Hey there! I'm working on a little 640x400 game, the characters all have very much transparent space around them for various big animations (so that their anchor point doesn't change) so the normal character.Say function doesn't position the text very well anymore (ie. way too high). So I wrote a super simple custom extender function called character.SayEx which is supposed to take care of the matter, here's the code:

Code: ags

function SayEx ( this Character *, String text )
{
	this.SayAt ( this.x - 100, this.y - 148, 200, text );
}


(Lucas Arts style speech BTW!)

It's only about the horizontal positioning of the text. For some reason all text will appear all the way to the right side of the screen! I checked the value of this.x and it is 256 (in a 640x400 room), so I don't see any reason why it would do that apart from being bugged.

What I'm trying to do is have the speech be displayed centered over the character like it would be when just calling character.Say but at a custom defined height (this.y - 148 in my case). So I pass the center coordinate of the player (this.x) - 100 as the boundary and a width of 200 (effectively this.x + 100) as the right one.

There are lots of other reported issues with the SayAt function, is it really bugged or documented improperly or am I doing something wrong? Any insight is appreciated!
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