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Messages - Filipe

#21
Thanks...

Windows media player reads my MP4 file, but still, AGS is giving me that error. My problem is with file size of the videos. I thing OGV does not compress the file, right? Is it the same size of the AVI file? Because AVI are huge...
#22
Hi,

It's been a while since I last posted here. From the threads I read here, I still don't understand if AGS reads MP4 files. I tried it and there is an error. I know it plays AVI, etc, but AVI files are huge, so I was wondering if there is a ways of compressing those video files.

Also, I was wondering if it is possible, in a sort of a cut scene, to display frames/images, or screenshots/backgrounds, and scale them, if need it? I am trying to do zoom outs/Ins. Or Displaying some frames, before the rooms appear on screen, e.g. Different animated frames of a room before the sun rises (from night to day) - after the sun rises, the actions take place...

Thanks :)
#23
ok, thanks, but I noticed that when a non player character says something to my character, my character starts the idle view... my code is a real mess. I'm asshamed to show it :(
#24
Thanks, but I only going to do animations... Is the frame used by the wait () the first frame of the correspondent idle view? How can I make a pause after the character says something, so that it gives us more time to read what is being displayed/said? when our character is listening to other, is the idle view used?
#25
Hi,

Is there a way of choosing the frame/sprite we want our character to be, when we call the Wait() function? Also when I make a Non Playable chatracter talk with me, what is the frame AGS choose for my playable character, while the other is speaking?

I have my character seated on a chair, then I make him say something, and then I try to pause it, so that the human player/user/gamer (us) can read what my character is saying, with the wait() function, before he goes on saying something elese. However when I do this, he diplays my character frame of my cuurent view, which is the 1st frame of a loop, that makes my character seats on the chair... it is funny :) Also when my other character, talks with me, this happens again, my character goes to the 1st frame of the current view, so he stands up... I'm not sure if AGS is actualy using the first frame of my idle chatracter view, which is the same (my character standing). In this case, can I change the idle view, as I change my speechview?

What I really wanted was that there were some sort of comand that freezed my character after he speaks... or the hability to choose the frame that is used on the Wait function, or when my character is just listening...

Thanks  :)
#26
UPs!! Thanks wizard.... but.... I'm scared :( I thought it was simpler... Anyway, I think I'm gonna stick with character scalling :)
#27
Thanks a lot Wizard :),

...and yes, I do want to scale sprites differently, not with the same proportions, I mean. I want to be able to stretch them in height and not changing the width, for instances.

How can this be done? How do I use DynamicSprites? Can you give me an example? Suppose I want to change the height of my character and keep its width the same... Also can this be done with all the frames of a certain view? I mean, can I change the size of all the frames of a certain view altogether? Does this applys also to objects, or only to characters?

Again many thanks :)
#28
Hello again :)

Is it possible to change the sprites dimensions height, and width? like cEgo.height, and cEgo.width...

Or do I have to go to photoshop and then increase the image size of each frame? Please don't tell me I need it :(

I mean, I need to kind of get my character larger, after he drink some sort of potion. Do I need to resize all my frames again? I mean, my character walks, run, laughs, seats, speaks,  etc.... there are so many frames... snif.. snif.. :(
#29
thanks Khris... I'm realy newbe :(
#30
Quote from: Matti on Fri 08/03/2019 13:23:18
Just set Character.Loop = x and the character changes the loop within the current view.

Thanks Matti. :) By the way, can you unser me another question? It is possible to reverse the order of the frames of a loop? You copy a loop in a way the frame order is reversed... Imagine I want to use the same frames so that the character get up or seat in a chair...
#31
Quote from: Matti on Fri 01/03/2019 23:21:15
You can use Character.Loop to change a character's loop  ;) You can copy and paste loops by right-clicking it. I don't think you can copy views though.

Hi Matti... can you change the loop in the speech view? How? Thanks
#33
Thanks MAtti, and Cassiebsg :)

I'm also a fan of Galactica, Cassiebsg ... I love your Avatar, Muffit :)

I also  love Space 1999, V - Visitors, The Black Hole, or "O Abismo Negro ;)"... I love Sci Fi :)
#34
Quote from: Cassiebsg on Fri 01/03/2019 13:03:36
I'm guessing you can create a macro in photoshop, open the files, run it and change those things automatic, save the files overwriting your old ones. Then just select the sprites you wish to replace, right click, select "replace from source" and *bingo* it's done.

Thanks a lot... I just wish that AGS offered at least two things:

1st: the ability to zoom the frames/sprites... I think, if you can zoom the room, why not the sprites? It ease my work so bad..
2nd: the ability to export frames from a view to multiple layers in photoshop, or at least the ability to open them at the same time...

Any way, Cassiebsg, can I ask you and the rest of you guys some more things?

Is it possible to copy a loop to another view? Is it possible to copy a view? To another view? Or to duplicate it?
Also, can I change the loop from the speech view? How? I know I can change the view... what about the loop? I'm saying this because I have my character seated, and I want him to speak, with different animations, loops. He is seated so when the character is speakinh he is alyways using the first loop (loop zero). Is the solution only to do 3 different speech views, each one, with its own loop? 

Thanks :)
#35
Quote from: densming on Fri 01/03/2019 20:53:32
I feel the love. I've been neglecting my AGS duties for too long.

Ho! Man! I'm just waiting for more video tutorials from you with advanced features, etc... you got all the love from me :)-. I just love your book... Again Thanks :)
#36
Quote from: Matti on Thu 28/02/2019 07:43:16
Well, don't be lazy and don't forget the steps in your image editing process ;)

But as a note: If you don't change the filenames you can quickly re-import all the sprites at once using "import from source".

Matti, can you at least adjust the character brightness/contrast? I mess around with the tint properties, and I really don't understand... it seems to have a mind of its own ;) LOL Thanks :)
#38
To tell you the truth I want to match the saturation of some of my first sprites animations. Why? Because I forgot that I had saturation to 40 in photoshop on those first animations. Then I noticed that with the new animations I already have done, and imported to AGS, the sprites look less saturated :( I'm just lazy to import all the sprites of those new animations again into AGS, this times with Saturation turned to 40.... :(
#39
Quote from: Khris on Wed 27/02/2019 12:16:50
Create your in-chair sprites at 100%, as if your game had no scaling at all.

As for character effects, AGS has ways to achieve that in game. You could for instance use Character.Tint(), or display a non-clickable semi-transparent black GUI across the screen to darken/tint the entire scene.

Khris, how exactly do you use character.tint()? If you want to affect only saturation, what should one do? I mean, I want the same RGB colors levels, but I want to increase saturation only. So what should I do? If you  do cEgo.Tint(0, 0, 0, 30, 100) what does it do? I know that for luminance to be the same one should choose 100, what about RGB? Is it zero, or 250/2?

Thanks
#40
Thanks Khris :) I guess I have a lot to learn from you guys :) I love AGS :)
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