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Messages - Ghostlady

#201
I need some help with this code.  I've used the above code and most of the time it works.  There are occasions when I come back from the Save and the music is no longer playing.  What am I missing?
#202
Recruitment / Voice Over needed
Mon 02/07/2012 16:12:29
I am at the very end of my game called Haunting at Cliffhouse.  You can read about it here:  http://mysterymanor.net/forum/viewtopic.php?f=15=8242

I need one voiceover which is a young female with a slight Japanese accent. Her line is, "Please father, forgive me. I will do anything you wish but please don't send me away."

Please send me a PM if you can help out.


#203
I am getting ready to go commercial with my game and I want to make sure I don't break any rules.  I've read everything on this site about producing a game commercially and since I haven't altered any of the code or libraries, it looks like the only thing I need to put in the credits is this page.  As far as the licensing goes, as long as I haven't changed anything it will be included in the Credits.htm page.  Am I correct on all this?  Oh yeah, all sound and video is OGG.

http://www.adventuregamestudio.co.uk/manual/Credits.htm


Credits

    Adventure Game Studio was programmed by Chris Jones.
    Linux port by Shawn Walker (drevil@warpcore.org).
    Mac port by Steve McCrea.
    Demo Quest III updated by RickJ.
    The default icon bar graphics were done by Teemu Eramaa (teemue@nic.fi)
    Windows editor icons by Klaus.
    Blank Game template created by AGA.
    Default Game template enhanced by Rui "Trovatore" Pires
    Verb Coin template by Electroshokker, graphics by Misj
    Hq2x and Hq3x scalers by Maxim Stepin.
    Hi-colour fade out/in routines by Matthew Leverton.
    Sprite anti-aliasing code by Michael Bukin.
    The DOS engine uses DJGPP, a free 32-bit C/C++ compiler by DJ Delorie, which you can get from http://www.delorie.com/djgpp/
    Graphics and sound are courtesy of the Allegro graphics library by Shawn Hargreaves and many others. You can get it at http://alleg.sourceforge.net/
    Script editor component is scintilla by Neil Hodgson. You can get it from http://www.scintilla.org
    Animated GIF loader by Kevin Weiner.
    TrueType font display uses ALFont by Javier Gonzalez and the Freetype project.
    Windows engine uses libcda CD player by Peter Wang.
    MP3 player is almp3 by Javier Gonzalez and the FreeAmp team. It uses the mpg123 MP3 decoder.
    OGG player is alogg by Javier Gonzalez, using the Ogg Vorbis decoder, which is available from http://www.xiph.org/
    OGG Theora player is APEG by Chris Robinson, using the Ogg Theora decoder, which is available from http://www.xiph.org/
    Windows MOD/XM/S3M/IT player is DUMB, (C) 2001-2003 Ben Davis, Robert J Ohannessian and Julien Cugniere. You can get it from http://dumb.sf.net/
    DOS/Linux engine use JGMOD mod player by Guan Foo Wah. You can find it at http://surf.to/jgmod
    Executables compressed with UPX v1.22w (c) 1996-2002 by Laszlo Molnar Markus F.X.J. Oberhumer

AGS Demo Game II Credits:

    Written by Relight, cornjob, Chrille, Spyros and Dark Stalkey.
    Additional material by Kairus.
    Intro music by Mods.
    Original backgrounds and main character were drawn by D281@aol.com.

Thanks to all the AGS beta testers for all their suggestions and bug reports - Cornjob, AGC2, AGA, Relight, c_leksutin, Spyros and the rest of the team.
#204
Are you saying replace

RestoreGameSlot(savegameindex[index]);

with

RestoreGameSlot(partidas.SaveGameSlots[index]);

#205
I don't see where a "savegameindex' is being defined or initialized.  When I tried to add one, I got an error.  Here is the code from the globabl script.

Code: ags
#sectionstart partidas_SelectionChanged  // DO NOT EDIT OR REMOVE THIS LINE
function partidas_SelectionChanged(GUIControl *control) {
  guardar.Text=partidas.Items[partidas.SelectedIndex];   
}
#sectionend partidas_SelectionChanged  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart guardar_Activate  // DO NOT EDIT OR REMOVE THIS LINE
function guardar_Activate(GUIControl *control) {
if(guardar.Text==""){
   gSavemsg.Visible=true;
   savemsglbl.TextColor = 65296;
   savemsglbl.Text = ("Please enter a name before saving");
//Display("Please enter a name before saving");
return;
}
int p = 0;
while(p<=partidas.ItemCount){
  if((partidas.ItemCount>p)&&(partidas.Items[p]==guardar.Text)){
//Display("The game will be overwritten");
     gOverwrite.Visible=true;
     cerrar.Enabled=false;
     gSavemsg.Visible=false;
return;
} 
p++;  
}

UnPauseGame();  
gSaverestore.Visible=false;
SaveGameSlot(partidas.ItemCount+1, guardar.Text);
  partidas.FillSaveGameList();
  guardar.Text="";
  gSavemsg.Visible=true;
  savemsglbl.TextColor = 65296;
  savemsglbl.Text = ("Game Saved");
  Wait(80);
  gSavemsg.Visible=false;
//Display("Game saved"); 
  mouse.UseDefaultGraphic();
return;
}
#sectionend guardar_Activate  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart savegame_Click  // DO NOT EDIT OR REMOVE THIS LINE
function savegame_Click(GUIControl *control, MouseButton button) {
aSound11.Play();
if(guardar.Text==""){
   gSavemsg.Visible=true;
   savemsglbl.TextColor = 65296;
   savemsglbl.Text = ("Please enter a name before saving");
//Display("Please enter a name before saving");
return;
}
int p = 0;
while(p<=partidas.ItemCount){
  if((partidas.ItemCount>p)&&(partidas.Items[p]==guardar.Text)){
//Display("The game will be overwritten");
     gOverwrite.Visible=true;
     cerrar.Enabled=false;
return;
} 
p++;  
}

UnPauseGame();  
gSaverestore.Visible=false;
SaveGameSlot(partidas.ItemCount+1, guardar.Text);
  partidas.FillSaveGameList();
  guardar.Text="";
  gSavemsg.Visible=true;
  savemsglbl.TextColor = 65296;
  savemsglbl.Text = ("Game Saved");
  Wait(80);
  gSavemsg.Visible=false;
//Display("Game saved");
  mouse.UseDefaultGraphic(); 
  UnPauseAudio();
return;
}
#sectionend savegame_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart restoregame_Click  // DO NOT EDIT OR REMOVE THIS LINE
function restoregame_Click(GUIControl *control, MouseButton button) {
aSound11.Play();
if(partidas.ItemCount!=0){  
int index = partidas.SelectedIndex;
RestoreGameSlot(savegameindex[index]);
  partidas.FillSaveGameList();
  savegame.Enabled=true;
  guardar.Enabled=true;
  cerrar.Enabled=true;
  SetGameOption(OPT_WHENGUIDISABLED, 2);
  }else {
  gSavemsg.Visible=true;
  savemsglbl.TextColor = 65296;
  savemsglbl.Text = ("There is no game to load");
  Wait(80);
  gSavemsg.Visible=false; }
//Display("There is no game to load"); 
}
#sectionend restoregame_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart borrar_Click  // DO NOT EDIT OR REMOVE THIS LINE
function borrar_Click(GUIControl *control, MouseButton button) {
aSound11.Play();
if(partidas.ItemCount>=1){
int index = partidas.SelectedIndex;  
  DeleteSaveSlot(savegameindex[index]);
  partidas.FillSaveGameList();
  }
}
#sectionend borrar_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart cerrar_Click  // DO NOT EDIT OR REMOVE THIS LINE
function cerrar_Click(GUIControl *control, MouseButton button) {
aSound11.Play();
UnPauseGame();
gSaverestore.Visible=false; 
guardar.Text=""; 
mouse.UseDefaultGraphic();
UnPauseAudio();
}
#sectionend cerrar_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart FlechaPartidasUP_btn_Click  // DO NOT EDIT OR REMOVE THIS LINE
function FlechaPartidasUP_btn_Click(GUIControl *control, MouseButton button) {
  aSound11.Play();
  partidas.ScrollUp();
}
#sectionend FlechaPartidasUP_btn_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart FlechaPartidasDOWN_btn_Click  // DO NOT EDIT OR REMOVE THIS LINE
function FlechaPartidasDOWN_btn_Click(GUIControl *control, MouseButton button) {
  aSound11.Play();
  partidas.ScrollDown();
}
#sectionend FlechaPartidasDOWN_btn_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart overwriteSI_btn_Click  // DO NOT EDIT OR REMOVE THIS LINE
function overwriteSI_btn_Click(GUIControl *control, MouseButton button) {
 aSound11.Play();
 int p = 0;
while(p<=partidas.ItemCount){
  if((partidas.ItemCount>p)&&(partidas.Items[p]==guardar.Text)){
UnPauseGame();
gOverwrite.Visible=false;
gSaverestore.Visible=false;
cerrar.Enabled=true;
SaveGameSlot(savegameindex[p], guardar.Text);
partidas.FillSaveGameList();
guardar.Text="";
gSavemsg.Visible=true;
savemsglbl.TextColor = 65296;
savemsglbl.Text = ("Game Overwritten");
Wait(80);
gSavemsg.Visible=false;
//Display("Game overwritten");
UnPauseAudio();
return;
} 
p++;  
}
}
#sectionend overwriteSI_btn_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart overwriteNO_btn_Click  // DO NOT EDIT OR REMOVE THIS LINE
function overwriteNO_btn_Click(GUIControl *control, MouseButton button) {
  aSound11.Play();
  gOverwrite.Visible=false;
  cerrar.Enabled=true;
}
#sectionend overwriteNO_btn_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart gSavemsg_Click  // DO NOT EDIT OR REMOVE THIS LINE
function gSavemsg_Click(GUIControl *control, MouseButton button) {
if (mouse.IsButtonDown(eMouseLeft)) {
    gSavemsg.Visible=false; }
}
#sectionend gSavemsg_Click  // DO NOT EDIT OR REMOVE THIS LINE

#206
It is happening on numerous saves.  For example purposes, I load a save that takes me to the boathouse, the ocean music is playing.  I load a save that takes me inside the house at night, the ocean music is playing.  I load a save in the forest, the ocean music is playing.

The ocean music is defined in the Global Variables as an AudioChannel*, but it is not the first Global AudioChannel.

I can consistently recreate this.
#207
I loaded up a save today, and while it took me to the correct place, the wrong music was playing.  How can this happen?
#208
I can only restore back into the game, the last 20 saves.  It I select save 21 or any save greater than the 20th save, I get this message.

Error: Error running function 'restoregame_Click'
Error: Array index out of bounds(index 21, bounds:0..19)

This is the area in the script the error is pointing to.  Anyone see where the problem is?

function restoregame_Click(GUIControl *control, MouseButton button) {
aSound11.Play();
if(partidas.ItemCount!=0){ 
int index = partidas.SelectedIndex;
RestoreGameSlot(savegameindex[index]);
  partidas.FillSaveGameList();
  savegame.Enabled=true;
  guardar.Enabled=true;
  cerrar.Enabled=true;
  SetGameOption(OPT_WHENGUIDISABLED, 2);
  }else {
  gSavemsg.Visible=true;
  savemsglbl.TextColor = 65296;
  savemsglbl.Text = ("There is no game to load");
  Wait(80);
  gSavemsg.Visible=false; }
#209
Okay, got the right one, installed it and the got the file converted.  Cutscene is working great.  Thanks for your patience.
#210
The video version does not write out to OGG.  From the website:

Write: HD Video (inc. Blu-ray video, MPEG-2 HD and WMV HD), AVI (DivX, Xvid, etc.), MP4 (inc. Sony PSP, Apple iPod and Archos), WMV, 3GP, 3G2, QuickTime (MOV, QT), SWF, FLV, F4V, DVD, MPEG-1, 2, 4, MPG, MJPEG, H.263, H.264, MKV, MPEG1 DPG, AMV, MTV, GIF, TS, M2TS.

The audio version will write out to OGG, but it won't read video files.

I also get a "non-activated version"  message when it opens up.  When I go to register, it is requesting a payment.  Either I am doing something really wrong, or they changed it since you downloaded it.
#211
I tried that one, based on another post I saw here, and it didn't have the OGG format.
#212
Okay.

Anyone know of a free program that converts WMV to OGV?
#213
That was it.  Thanks.

Which file format is better to use?  AVI or OGV, with a commercial game?
#214
I am trying to create an end cutscene.  I am using PlayVideo:

PlayVideo(endcutscene.OGV, eVideoSkipNotAllowed,  10);

I've tried the video in the compiled folder and in the main folder and both times get "undefined symbol" referring to the file name.

What am I doing wrong?

Also, does anyone know of a free program that converts WMV to OGV?
#215
Not sure what you mean Arj0n.  I commented out that area for now since it doesn't get executed until the puzzle is completed.

So the puzzle seems to be reacting the same way as before.  Sometimes it recognizes the match and sometimes it doesn't.  If you get all good matches it works, but if you mess up and click a wrong match then it seems to get confused.

Plus, I get this error:

Error: Error running function  'room_RepExec'
Error: Script appears to be hung ( a while loop 150001 times).  The problem may be in calling a function; check the call stack.
#216
Getting an "undefined token" error on 'SetMasksVisibility' when it is doing this part of the code:

SetMasksVisiblity(true);
#217
I can't get to test this tonight but I will by tomorrow.  I am sure I'll have some questions. :)

The code looks a lot cleaner and I can slap myself in the forehead because I should have gotten "graphic1 = oMask0.Graphic;"
#218
Here are two screenshots (in game play):



#219
Here is the Link:

http://codetidy.com/897/

The script will keep track whether it is a first click or the second click.  The first click sets the graphic that it has to match.  If it finds its match, then click 1 and click2 will clear out.  If it doesn't match, then click1 should be the starting graphic again.
#220
I created this puzzle where there are 15 different masks (like a masquerade ball mask) and you have to click on two identical masks to make a pair.  These objects/masks will change their graphic based on a timer, some going faster than others.  So the masks are constantly flipping their graphic on the screen and you have to click on them in time.  It seems sometimes it works and and sometimes it doesn't.  Maybe the click happens during the graphic change or my script is wrong.  I was wondering if someone can look at it and see what I am doing wrong.  

I can't post the script here because it exceeded the allotted amount of characters.

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