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Messages - FanOfHumor

#161
Something must be wrong with the sound type that I made because after using a different type in the script it worked.Could you try to find out whats wrong with the sound type.Here is the game
https://www.mediafire.com/file/00qgxweicquzs4n/OceanBound.7z/file
#162
I checked to see if its under the right type and it is.And I placed this into on key press.Im not sure what you mean by event handler.I dont see a function by that name in globalscript.I also placed something simple inside of this so that I could test if anything inside of this is read and it isnt being read.

    if(Game.IsAudioPlaying(eAudioTypetalk2))
    {
      Game.StopAudio(eAudioTypetalk2);
      lblAction.Text="";
      ShakeScreen(6);
    }
#163
I have this script here which doesn't want to skip the audio type when a key is pressed.
Code: ags

function repeatedly_execute_always()
{
  if(IsKeyPressed(eKeyEscape))
  {
    if(Game.IsAudioPlaying(eAudioTypetalk2))
    {
      Game.StopAudio(eAudioTypetalk2);
      lblAction.Text="";
    } 
  } 
}

Could I have done something wrong with  this custom say function that messes it up?
Code: ags

function MySay(this Character*, AudioClip *talk, String text)
{
  talk.Play();
  this.SayBackground(text);
}
#164
I just forgot that you could fade sound that way but the main ones I was talking about were pitch and reverse.Another good thing would be the ability to set the sound file at more amplitude than the original.I know that volume control is available now but this is limited to the original clips volume.
#165
I wanted to suggest a script that can modify a sound as the game is running.
Such as-

Code: ags

function object_AnyClick()
{
   Sound.Pitch=-or+ number;
}

or
Code: ags

function object_AnyClick()
{
   Sound.FadeIn=-or+ number;
   Sound.FadeOut=-or+ number;
}

or
Code: ags

function object_AnyClick()
{
   Sound.Reverse=true;
}

Do you think these things could be useful in some way. Or is this already a module or plugin?

By the way what you did with resizing in the sprite tab is fantastic.Now people with poor eyesight"like my brother" can make games that were impossible for them to see to make.

I would also like to suggest making the scripting text size adjustable in prefrences.
#166
Now I see-
so you cant play a sound in repeatedly execute.
Then this wouldnt require more channels but a different script.
I can see that in the newest version 16 channels is plenty for anything as long as it isnt in repeatedly execute.

Now that that's solved I wanted to suggest a script that can modify a sound as the game is running.
Such as-

Code: ags

function object_AnyClick()
{
   Sound.Pitch=-or+ number;
}

or
Code: ags

function object_AnyClick()
{
   Sound.FadeIn=-or+ number;
   Sound.FadeOut=-or+ number;
}

or
Code: ags

function object_AnyClick()
{
   Sound.Reverse=true;
}

Do you think these things could be useful in some way. Or is this already a module or plugin?
#167
Okay I just remade the entire music game I had and now it doesnt crash.I must have been using an apha version of ags.The game does what you said. It only plays a sound if it has channels.Which is more of a reason to have more.With this simple script I was unable to play more than one note before the channels were full.
if you would like to see for yourself the game is right here.

https://www.mediafire.com/file/x8qy6clvy6yuib3/VP.zip/file

this link last for only 14 days.

Im sure that more channels on the ags sound system would be a problem so whatever happens is fine with me.
#168
AGS Games in Production / Re: Zid Journey
Fri 31/12/2021 07:04:56
I enjoyed playing your game Zniw Adventure very much and I'm sure that Zid Journey is going to be great. ;)
The characters reactions and dazzling flickering animations really catch your eyes. 8-0
#169
I'm suprised! I didn't know those places were free.I should use that to backup my game.
As for the music game, I made many different attempts at a music game using sound and it always was the same thing.
After all those new game attempts I just deleted them because it was stored on someone else's computer.
The script wasn't anything different than what I showed you.But i'm sorry to say I don't have these examples anymore.
I do have one example left but that one is so confusing from my attempting to vary the pitch of one sound.
There is no use in looking at that game because looking for the problem would be like looking for a needle in a haystack.

I want to suggest making ags able to vary the pitch of a sound.Should I start a new topic or ask you here?
#170
How would I do that I dont have cloud storage or anything I dont even have a place like facebook.
also I cant get to the files right at this moment.
So all I can do is try to make up the script here since it is the very basic playing a sound when a key is pressed.

Code: ags


if(IsKeyPressed(eKeyC))
{
    anoteC.Play();
}
if(IsKeyPressed(eKeyD))
{
    anoteD.Play();
}
if(IsKeyPressed(eKeyE))
{
    anoteE.Play();
}
And so on... in repeatedly execute

I could very much be wrong in my thinking.
I didnt attempt this much because I could never get past the crashing when simply tapping the key faster than super slow.
The error assosiated with this is the invalid channel id error.
I could be very much wrong in my thinking.
It just seems that this should not crash the game.Unless if it was taking up the channels.
Do you know what this could be?

If this would take something major to fix it. Then I would be fine with just forgetting about it.

QuoteSo I believe that instead of keeping increasing sound channels in its current form, it might be more optimal to redesign the system into something that allows more flexibility with the sound.

There has been a topic opened couple of years back, but unfortunately everything is postponed:
https://www.adventuregamestudio.co.uk/forums/index.php?topic=56079.0


Oh sorry I didnt see the rest of your post. I kind of thought that there must be a better sound system.
#171
I kind of feel a little weird saying this since I already talked to Crimson Wizard about this but I didnt know where to ask him this. I noticed some music based game ideas never happen or are just not fully functional when made in ags.
For an example of why more than 16 channels are needed. I will give a story idea.
Supposing  a  game had a virtual piano that was controlled by keyboard input for every note.
If the user was to make a chord or play too fast before the channels freed up the game would crash.
I know the reason it isnt needed that much is because many channels at once would be an incoherent mess.
but with music this is different.Notes merge through channels to create music.
I dont know if there could be any other reason than this but you know the more room for creativity could make more room for new ideas.I know that this is a bit ridiculous to think about 20 or 30 channels but im just suggesting it. Even if not to be built into ags just a module or plugin would be plenty.
This may or may not have much of a use but I leave it up to you to think about it.

         
             -Pajama Sam
 
#172
Does this version have 16 sound channels now?
#173
Is anyone planning on making this able to create AGS apps on android easily?
#174
I never thought about if color blind see certain  images well.But it doesnt really matter because only a few colorblind people have effected brightness/contrast because of that.
#175
I have the same question except I have to have my gui be the entire screen size. Is this possible in any way to keep it full sized but have the background and the gui clickable.

Scratch that. I figured it out.
#177

I understand what you mean now but I still cant get this to work
do have any idea why this is only playing one sound?

Code: ags

int speak;
function max12_AnyClick()
{
  
  if(Game.IsAudioPlaying(eAudioTypetalk2))
  {
    Game.StopAudio(eAudioTypetalk2);
  }  
  else
  {
    if(speak==0)
    {
      player.MySay(aWeird, "You mean even dummer than you!");
    }
    if(speak==1)
    {
      player.MySay(aFries1, "dfdgfskjdgsigrjsbdfijsdbsd");
    } 
    if(speak<2)
    {
      speak+=1;
    } 
    if(speak==2)
    {
      speak=0;
    }  
  }  
}
#178
I still dont understand you.
do I have to change this to play other sounds or not?
  talk.Play();
  this.SayBackground(text);
#179
I have it that when you click the character once it says something and every time you click on him it says something different according to a pattern. All I was asking is if I have to change anything in this so I could play the next talking sound.

Code: ags

function MySay(this Character*, AudioClip *talk, String text)
{
    if(Game.IsAudioPlaying(eAudioTypeTalk2))
    {
        Game.StopAudio(eAudioTypetalk2);
    }
    talk.Play();
    this.SayBackground(text);
}


If not then that's good for me.
#180
Do I have to change anything in this if I want to have the character say more than one saying.   
   
    talk.Play();
    this.SayBackground(text);

or can I just change the sound name in.
player.MySay(aWeird, "You mean even dummer than you!");
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