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Messages - Fedx

#1
Hello! I have a question of how I can make a GUI stop moving with the game camera. I have a room where you are watching from outside in with a flashlight, in between the holes of some planks. I made the planks as a GUI so the flashlight can be behind, and I also made a camera that follows the mouse, since the room is bigger than the game's resolution and you have no character to explore it. This is my code right now

Code: ags
function room_Load()
{
  gSky.Visible = false; //Make the sky from the previous room not visible
  gPlanks.Visible = true; //Make the planks visible
  gFlashlight.Visible = true;
  mouse.Mode = eModeUsermode1; //Change mouse to flashlight
  Game.Camera.Create();
  Game.Camera.AutoTracking = false;
}

function hVolver_AnyClick()
{
  cJoseph.ChangeRoom(11, 189, 293); //Clicking anywhere to go back
}

function room_RepExec()
{
  gFlashlight.SetPosition(mouse.x-640, mouse.y-640); //Positioning the flashlight GUI
  Game.Camera.SetAt(mouse.x, mouse.y); //Making the camera following the mouse
}


What happens is that the planks are always following the camera, and I want it to stay stationary. I've tried using another camera and viewports, set the position as x=0 and y=0, but still, it keeps on moving. What could I do? Thanks a lot!
#2
Quote from: Cassiebsg on Mon 04/05/2020 16:02:22
Fedx, just place your sky object in a sky GUI instead, then make sure the z order is in front of the flashlight.  ;)

Oh my god why didn't I think of that first!! Thanks a ton Cassie, it worked like a charm!
#3
First of all, I'm sorry for my english, if there's something that doesn't make sense about my explanation, please let me know!

I have a room that's a backyard, that is almost completely dark, and you can see the moon and the night sky, like here: https://imgur.com/1UqHoiq

The character has a flashlight that he can turn on and off, transforming the mouse graphic from normal to this one: https://imgur.com/XwzKJBV and changing the background to this one: https://imgur.com/Uriv3Ls
Also, a Gui which is a black rectangle with a hole in the middle is now visible, with a transparency of 10 to still have some darkness. The thing is that this Gui also affects the sky, something that in real life shouldn't happen, so it looks weird like this https://imgur.com/fIc6JPw.

I tried making an object that's just the sky and adjusting the baseline, but the Guis baseline only interacts with other Guis, and still, there's the problem of the mouse graphic. What I'm trying to do is make it look like this: https://imgur.com/zt6AvzR

Thanks a lot!
#4
Wow thanks a ton! Those little details really lift up the image, thanks!
#5
Hi! I'm trying to convey a sense of a desolate place, like it was done with a mix of pixel art and low poly images.



What could be improved? I don't know how to feel about that bit of green in the grass below the pillar.
#6
Quote from: Grok on Sun 05/03/2017 14:54:32
From your description of your problem I am not clear on if your problem show up only in the AGS-project, or if the problem shows up at the conversion to ogv.

Whoops, I forgot, the AVI export and the OGV conversion were just fine, I can watch it on VLC and MPC-HC without trouble. The problem is when AGS tries to run the video.

Quote from: selmiak on Sun 05/03/2017 19:26:49
have you tried rendering H264 video instead of avi. use a bitrate of 8mb/s - 10mb/s and convert this to ogv.
you might have to install quicktime for this, AE might need this, but it could work...

I was thinking that maybe I did something wrong when exporting the project, now I'll try that bitrate. That would be the perfect settings for exporting it right? Thanks a lot!
#7
Hello! First I apologise for my bad english. We made an intro for our game, and we run into this problem:


As you can see, the original video is not centered, and a grayscale copy is playing in the background. We originally made it in After Effects and exported as an AVI in 640x480, and then used a converter to make it OGV. Our games is set to 640x480 resolution and 32bit colour. Has anyone run into this trouble? Thanks in advance!
#8
Dang it! I upgraded recently to 3.3 and I didn't know about that function, thanks a lot! And if I can't get that to work I'll try Snarky's solution. Again, thanks for the help!
#9
I'm running into trouble making a simple timer. It's an arcade sequence within the game, but it's really short so there's not much code. I want my character to be able to slide in the ground when I click on a button. I made the background move while the player is static so there's no need to move it. My code looks something like this:

Code: ags

// room script file

int SlideTimer = 0;

function room_AfterFadeIn() //Play the music
{
  aArcade.Play(eAudioPriorityHigh, eRepeat);
}

function oSlide_AnyClick() //Clicking on the Slide Button
{
  if (SlideTimer == 0)
  {
    oLooper.Graphic = 20; //Looper is the Character
    oDust.Visible = true; //Little dust effect as he is gliding
      while (SlideTimer < 50) {     
        SlideTimer ++;
      }
  }
}

function room_RepExec()
{
  if(SlideTimer == 50)
  {
    SlideTimer = 0;
    oLooper.Graphic = 16;
    oDust.Visible = false;
  }
}


The thing is that the sliding "animation" only lasts for a frame, even if I put bigger numbers. I think there must be something odd with the "While" function, but I can't understand what. Thanks!
#10
Hey WHAM! I loved your game and now I would love to help you. I'm from Argentina so my mother tongue is spanish, but I've been talking in english since I was 8 (I'm 26 now). I have a kinda "mixed but not too much" accent, so maybe I could do Subject 217 voices? You know, so I could make it seem that he doesn't speak the language very well. If you'd like to and if you're interested I'm happy to PM you some vocal samples, I have a condenser microphone and an audio interface so the speech will have high quality and will be crystal clear.
#11
Hi! I would love to help you guys. I'm from Argentina but I've been talking in english since I was 8 (I'm 26 now). I don't know if I can pull the accents that you need, but I definately have a kinda "mixed but not too much" accent. If you'd like to and if you're interested I'm happy to PM you some vocal samples
#12
Quote from: Snarky on Fri 15/01/2016 08:20:08
AGS has 8 channels total, meaning you can play 8 different sound clips at the same time. However, they are split into different AudioTypes (Music and Sound by default), with a MaxChannels for each. And the default MaxChannels setting for Music is 1, because the assumption is that you want to be able to play lots of different sounds at the same time, but only one music track. So if you try to play two different clips that both have AudioType Music, only one will actually play. I'd be a bit worried about the seven tracks actually playing correctly in sync, though. Audio can have a tendency to drift slightly, and it's very noticeable when it's not in perfect sync.

Oh wow, I never saw that the music options were there! Well, I'll see how I'll handle all of the tracks then, and check in different computers if audio syncs. Hope it works!

Quote from: Snarky on Fri 15/01/2016 08:20:08
For your second question, you can use AudioChannel.SetRoomLocation(). It's also possible to script the effect yourself by manipulating the volume of the audio channels in repeatedly_execute() depending on the player's x position.

Unfortunately, I have a repeatedly_execute and a repeatedly_execute_always, so I won't be able to do it. Thanks a lot for your answers anyways!!
#13
Hi guys! I need help with two things for my game.

The first one may be simple but I can't get it to work. There's a part where my character is stuck on the ceiling and needs to use his tongue to get some stuff from the floor to make a suit. There's some "tense" music that I made, which has 7 instruments (One for each part of the suit) and I want to add an instrument everytime you manage to get an item. Of course, I can't call up the function right away because there's going to be a rythmic gap between all the tracks. This is the code that I have in my room

Code: ags

// room script file

function oWrench_Interact(){
if (cGuard.Loop == 1)
{
  //Draw a "tongue" that sticks out of the character
  DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
  DrawingSurface *backup = surface.CreateCopy();
  surface.DrawingColor = 224;
  surface.DrawLine(165, 54, 263, 153, 2);
  Wait(60);
  surface.DrawSurface(backup);
  backup.Release();
  surface.Release();
  oWrench.Visible = false;
}
else
  {
    //If he sees you, he takes all your stuff
    Display("The guard saw you!");
    oWrench.Visible = true;
    oCloth.Visible = true;
  }
}


function repeatedly_execute_always()
{
  if (!cGuard.Moving)
  {
    if (cGuard.x < 100)
    {
      // if the guard is on the left hand side of the screen,
      // start it moving towards the right
      cGuard.Walk(156, cGuard.y, eNoBlock, eAnywhere);
    }
    else
    {
      // if not, move it towards the left
      cGuard.Walk(15, cGuard.y, eNoBlock, eAnywhere);
    }
  }
}


function oCloth_Interact(){
if (cGuard.Loop == 1)
{
  DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
  DrawingSurface *backup = surface.CreateCopy();
  surface.DrawingColor = 14;
  surface.DrawLine(165, 54, 278, 184, 2);
  Wait(60);
  surface.DrawSurface(backup);
  backup.Release();
  surface.Release();
  oCup.Visible = false;
}
else
  {
    Display("The guard saw you!");
    oWrench.Visible = true;
    oCloth.Visible = true;
  }
}


function room_FirstLoad()
{
  aTense_DrumSynth1.Play(eAudioPriorityHigh, eRepeat);
}


What I thought is that I could start playing all at the same time and then raise the volume everytime you got an item, but if I call this function only the first piece plays

Code: ags

function room_FirstLoad()
{
  aTense_DrumSynth1.Play(eAudioPriorityHigh, eRepeat);
  aTense_Drum2.Play(eAudioPriorityHigh, eRepeat);
  aTense_Violin.Play(eAudioPriorityHigh, eRepeat);
  etc...
}


Is there something missing?

The second one may be more difficult, and it's not that necessary, so if it's too much trouble, I don't mind taking it out. There's an arcade room with three machines and a booth, like this (Not the real image, just a mockup) . I have three tracks with music and noise for each machine, and I want that when you are near a machine y coordinate, the volume of that machine gets higher (The red lines on the image), and as you go inbetween them, the tracks for the two machines mix together.

My english is not that good so if there is something that I didn't explain right tell me and I'll try to clear it up. Thanks a lot!
#14
Quote from: Crimson Wizard on Sun 07/06/2015 14:30:24
What Peder sais is right. However, the AGS 3.3 has two options in setup that may let you run game without maintaining aspect ratio. They are under "Advanced" section, and called "Enable sideborders" and "Enable top/bottom borders". They are On by default, but if you uncheck them, AGS will try to find the resolution without borders first (if your gfx driver supports matching one).

Great! That solved the problem. I didn't quite understand what Peder said, maybe because we stretched the first picture in photoshop? Because it is a temporary image, until now everything looks good in fullscreen
#15
Hello! First of all, sorry if this has been asked before, I tried searching for this issue but my searching skills are rather dull :P I started making a game back when AGS was around version 3.1 (I think, it was made in November 2013). The game has a resolution of 640x480, with 16-bit colour. When I compiled the game with the old AGS version, it "stretched" out the game with no troubles at all, like this: (Sorry for the camera photo, the print screen button isn't working). Now I upgraded my AGS to 3.3, and the game doesn't "stretch" to the borders like it used to, and instead gives me some big black borders around the game, like this: (Sorry again). The AGS project settings are: 16 bit colour, Direct Draw 5 and 640x480 pixels in resolution. If there's anything else you need to know just ask, and again, sorry if this was asked before! Thank you very much.
#16
Critics' Lounge / Help with shading?
Sun 13/04/2014 03:55:16
So, this have been a problem of mine since... well ever haha, I made a drawing, scanned it, traced it in photoshop, and added color and shading in GraphicsGale. This is the image in question: I want to know how to improve the shading in it, while keeping the black outline and not overcolor it. Thanks!
#17
Oh man, I've got to say, I absolutely loved this game! The deduction system is nicely crafted, and it's a superb addition ;) I'm hoping to see part two, you've got me hanging there buddy!
#18
Hi! I'm a musician, and I can try to make some BG music for you. Can you send me what you want for each scene? (Style, speed, etc.) I'll send you some samples and if you like them we can work from there!
#19
Critics' Lounge / Re: Posing and portraits
Sat 10/03/2012 00:57:08
Wow! First of all thanks for the compliment on the portraits, I had to economize because I couldn't do much in a 40x40 px space :P and thanks for the picture, now I think that I should've looked for something like this before asking for help :) thanks again!
#20
Critics' Lounge / Posing and portraits
Sat 10/03/2012 00:03:17
Hi! I would like some critics on this poses:

This is the caracter in a standing position:


Bending down to get something:


And stretching (This is the one that I don't really like):


And then this portraits, they should represent being Quiet, Uneasy, Scared, Panic! (Like the portrait of Jennifer Simpson in clock tower):



I would like some critics on how to make the stretching position better, and if the portraits show the emotion that's happening (Sorry for my english :P)
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