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Messages - FanOfHumor

#181
I never learned how to make custom functions because I never needed to.
plus I couldn't figure it out.

so do you put anything into this or just place it without descriptions  in globalscript.ash.
Code: ags
 
import function MySay(this Character*, AudioClip *talk, String text);
#182
Sorry. I didn't clarify what I meant correctly.

what I want is to modify this same script

Code: ags


function max12_AnyClick()
{
  if(Game.IsAudioPlaying(eAudioTypetalk2))
  {
    Game.StopAudio(eAudioTypetalk2);
  }  
  else
  {
    aWeird.Play();
  }  
  player.Say("You mean even dummer than you!");
}

by having a quick way to copy this for any character.and just change the sound name.
but that isnt much of a problem what I mainly want is to be able to skip the sound and the text at the same time so that when the character is clicked twice his 2nd action can perform.

also I want to be able to have this under "function max12_AnyClick()"

But what you said before might work for me so give me some time to try it.
#183
Would this require placing every  sound that the character says into this
Code: ags

import function MySay(this Character*, AudioClip *talk, String text);


Because I need this script  to be easily versatile in order to copy it for everything said.
also this needs to be for all charcters.
#184
My character has a sound file play when he talks but I am attempting to make it that you can skip the talking and the text at the same time by clicking him again.

The sound and the text shows. Then when you click again it first stops the text before stopping the sound.
I'm not using the speech files I am using a new sound type called talk.

Code: ags


function max12_AnyClick()
{
  if(Game.IsAudioPlaying(eAudioTypetalk2))
  {
    Game.StopAudio(eAudioTypetalk2);
  }  
  else
  {
    aWeird.Play();
  }  
  player.Say("You mean even dummer than you!");
}


#185
I've been trying to use variables lots of times and have had some success but maybe your way is different could you be more descriptive on what your saying.

just so you know this is in repeatedly execute always.

are you saying to change the variable everytime the animation is played?



Nevermind what I just wrote. What you said worked out flawlessly.

Thanks
#186
At what version of AGS did mp3 stop being copyrighted.
#187
I suppose your right about that.

I just want to have available channels in case the player clicks more than seven hotspots.
It's not like their going to click on everything simultaneously.

Thanks for clarifying everything about this.
#188
I forgot to ask you Crimson Wizard.Would creating more sound types allow you to play more channels at once.


also I forgot to mention that I can give you perfect examples of 10 sounds playing at once without becoming indistinguishable. The Freddi fish game series has this constantly. they have a spot that the player can click a whole bunch of times as fast as they can and more animations with their sounds keep coming.
And there were many spots like this not shown in that video. Just saying this if your still curious of what possibly could use so many channels.
#189
General Discussion / Re: Windows 11
Wed 29/12/2021 04:02:46
Its too bad windows xp couldn't work better like windows 10. because windows xp had great user interface.It was  easy to find everything. windows 11 and 10 have so many runabouts to find what you want.I myself prefer windows 8.1 with the classic shell installed.But still theres alot of runabouts. and im sure that windows 11 is going to be even harder to find things.
#190
Hi everyone I've got a script that's been puzzling me for months.

I am trying to play an animation then wait till its finished but wait for user control to play the second and 3rd animation.

Code: ags


  if(mouse.y>1026)
  {
    //play the animation of appearing;
    if(invitem.Animating)
    {}
    else
    {
      invitem.Animate(79, 0, 5, eOnce);
    }  
  }
  if(mouse.y<1024)
  {
    //play the animation of falling;
    if(invitem.Animating)
    {
      invitem.Animate(80, 0, 5, eOnce); 
    }
  }



I have a button in a gui that animates when the mouse moves to the bottom of the screen then animates when the mouse leaves the bottom.

It's like a custom inventory gui that has the inventory items appear then drop when you leave the bottom.

I want to have the item float up then hover and then fall back down again.

The first animation either cuts off the second or the first runs into the second before the user command.

#191
That's because the video quality isn't too good.
they only have the music change when the room changes or when a special scene is played.
#192
Well, the basic point is to not suddenly cut off the sound abruptly because then it just looks weird.
Alot less limit on this could be useful.Just having the ability to do many channels might be usefull for idle background sounds or something else.

Actually I suppose it wouldn't be necessary for me to have more than five channels though.
#193
Do you think you'll be able to put that in the next release?
Im stopping on this forum after this because I know I'm not supposed to change the subject to this.
#194
Sure I know that most all of Humoungus entertainment's  games have this.
I grew up playing Humoungus entertainment games and I still havent found all of the fun little cartoons in the background. I can't really show you a video because I don't know how to do that but if you want to see an example you should look up some walkthrough's of some games like Pajama sam,Freddi fish and Putt putt.These games are more geared toward kids but I enjoy them since thats who my customers are anyway.
#195
I also forgot to mention that the reason I need so many is because my game has an average of 20 small cartoon jokes per room that can be started by clicking on them. I have seen a few games with this many small cartoons per room and it give a certain fullness to the game.Even though the sounds would get covered a little somehow It was still understandable because you could see the animations and still understand what sounds went to them. I want to give this same effect.
#196
          I suppose I meant to say 20 or even just 10. It varies because even though the sounds would become a little indistinguishable the amount of sounds played depends on how many clickpoints the player clicks on.Plus It would be better to be over each other instead of another sound cutting it off. It's important that no sounds are cut. Besides,these sounds are  in the background.Not too bad if its gets covered.
#197
Thanks for the tip Crimson Wizard. Not to get off the subject but is there any way to have more than 7 channels.like 50! It may seem extreme but I actually need that many.
#198
That's what I can't figure out.The sound files work anywhere else in AGS just not under the new tyThpe.
All of those steps were followed through with complete detail. Could the problem be the type settings or the particular audio settings.

The Settings for the audio type are-

crossfade tracks = no

maxchannels =90

name =talk

script id=eAudioTypeTalk

type id =4

volume reduction while speech playing =0




The settings for the audio folder and its sounds are-

Default bundling Type=  In separate vox

Default Priority=high

default repeat =false

default type =talk

default volume=100

name=talk

Do you have any suggestions of what I should do?
#199
Hello Everybody
       I have a problem with this simple problem but I couldn't find it anywhere. I can't get past this "Invalid channel ID" error for all sounds imported under a new type I made. I't seemed like there would be instructions on how to make a new sound type but there isn't.   

The setting I have for the type seem altogether basic but all sounds imported under this have an invalid channel ID. Step by step instructions on this would be appreciated.
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