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Topics - GoToHellDave

#1
Hi Everyone.

I was wondering if someone could tell me how to disable the default reduction in volume of the music channel, which occurs whenever speech is being played. Basically, whenever any dialogue is going on, the music automatically reduces in volume and it is quite noticeable. I'd much rather account for it beforehand and not have the audio duck.

Thanks in advance.

Ben.
#2
Hi AGS Community.

I have a quick question regarding text boxes.

Basically, we're trying to have a custom text box that is a kind of speech bubble, in which all dialog text will be displayed. I know there are four settings for dialog; LucasArts, SierreTransparent, SierraWIthBackground and WholeScreen. We want to use the LucasArts setting but we would like it to have a text box around it, much in the same way the 'Display' function does. Is there any way I can customise how the dialog is displayed and make it appear appear within a text box?

Help is appreciated as always.

Ben.
#3
Hi All.

I'm aware that this is a known issue with the engine and that there are a few topics on the forum which mention this issue. I was wondering if there are any known work-arounds for this. It only seems to be an issue on lower-spec computers. On my rig at home, the music doesn't skip between rooms, but on my laptop at the office, it does.

Your help is appreciated as always.

Ben.
#4
I've searched high and low and I can't seem to find any information on this, despite it being what would appear to be a fairly rudimentary function. I'm aware that the audio side of the engine recently received an overhaul, but again, I'm struggling to find any info on it anywhere.

Basically, what I'm attempting to do is have two pieces of music playing simultaneously and be able to change the volume of the two of them in the script, at will, in order to create what's known as a wet/dry mix. This will enable me to give the player the impression of hearing the music clearly whilst inside a nightclub and having the higher frequencies drop out once the player leaves the night club.

Does anybody know how I can do this or would anybody be so kind as to link me to where the relevant information is?

Your help is greatly appreciated as always.

Ben.
#5
Hi.

I'm having a little trouble animating a particular character through several different views. I'm attempting to have a character do a set series of actions at regular intervals during the game loop using a series of timers. Here is the code:

Code: AGS

function room_AfterFadeIn()
{
  // Create timers for character animations
  cDealer.LockView(9);
  SetTimer(1, Random(400) + 100);
  SetTimer(2, 300);
  SetTimer(3, 400);
  SetTimer(3, 900);
}

function room_RepExec()
{     

        // Animate NPCs
        if(IsTimerExpired(1))
        {
          cDealer.Animate(0, 5, eOnce, eNoBlock, eForwards);
          SetTimer(1, Random(400) + 100);
        }
        
        if(IsTimerExpired(2))
        {
          cBouncer.LockView(2);
          cBouncer.Animate(0, 5, eOnce, eNoBlock, eForwards);
        }
        
        if(IsTimerExpired(3))
        {
          cBouncer.LockView(21);
          cBouncer.Animate(0, 5, eOnce, eNoBlock, eForwards);
          cBouncer.UnlockView();
        }
        
        if(IsTimerExpired(4))
        {
          cBouncer.LockView(2);
          cBouncer.Animate(0, 5, eOnce, eNoBlock, eBackwards);
          SetTimer(2, 300);
          SetTimer(3, 520);
          SetTimer(3, 900);
        }
}


The 'cDealer' character works fine but the 'cBouncer' character seems to just hang at the end of the first animation. Can anyone shed any light on what I'm doing wrong here? It is worth noting that I have also tried this using 'UnlockView' at the end of each if statement and it still doesn't seem to work.

Thanks in advance.

Ben.
#6
Just go on our facebook page: http://www.facebook.com/GoToHellDave

And like and share the post to win

It's also on the Twitter page aswel
#7
Just a quick beginner's audio question here.

I want to make a certain ambient sound loop. I've created an audio channel for it and I was wondering what code I have to use to make it loop. Here is what I have already:

Code: AGS
AudioChannel*ac = aBurgerBarBuzz.Play();
ac.Volume = 60;


That works fine but it stops once the audio file has finished playing. How do I get it to loop?

Thanks in advance.

Ben.
#8
Hi.

I'm currently trying to make a group of NPCs have a lengthy conversation in the background which continues regardless of what the player does. I'm using a series of timers (being set off at different intervals) and triggering the dialogue at those intervals. Unfortunately, the engine only allows for a maximum of 20 timers and I require more than that. In the hopes of getting around this issue, I created an integer to which I add 1 each time a piece of dialogue is spoken and then use 'if' statements to check to see where the dialogue needs to go next. The code looks like this:

Code: AGS

// Create Timer
function room_Load()
{
  SetTimer(1, 120);
  SetTimer(2, 400);
  SetTimer(3, 550);
  SetTimer(4, 700);
  SetTimer(5, 900);
  SetTimer(6, 1050);
  SetTimer(7, 1250);
  SetTimer(8, 1550);
  SetTimer(9, 1800);
  SetTimer(10, 2050);
  SetTimer(11, 2300);
  SetTimer(12, 2600);
  SetTimer(13, 3000);
  SetTimer(14, 3200);
  SetTimer(15, 3400);
  SetTimer(16, 3600);
  SetTimer(17, 3800);
  SetTimer(18, 4150);
  SetTimer(19, 4400);
  SetTimer(20, 4600);
}

int check1 = 0;

// This code handles the NPCs talking amongst themselves in this room
function room_RepExec()
{
  if(IsTimerExpired(1))
  {
    if(check1 == 0)
    {
      cDiceNerd.SayBackground("bla bla bla");
      check1 ++;
    }
  }
  
  if(IsTimerExpired(1))
  {
    cWandNerd.SayBackground("bla bla bla");
  }
  
  if(IsTimerExpired(3))
  {
    cSwordNerd.SayBackground("bla bla bla");
  }
  
  if(IsTimerExpired(4))
  {
    cDiceNerd.SayBackground("bla bla bla");
  }
  
  if(IsTimerExpired(5))
  {
    cWandNerd.SayBackground("bla bla bla");
  }
  
  if(IsTimerExpired(6))
  {
    cSwordNerd.SayBackground("bla bla bla");
  }
  
  if(IsTimerExpired(7))
  {
    cDiceNerd.SayBackground("bla bla bla");
  }
  
  if(IsTimerExpired(8))
  {
    cWandNerd.SayBackground("bla bla bla");
  }
  
  if(IsTimerExpired(9))
  {
    cSwordNerd.SayBackground("bla bla bla");
  }
  
  if(IsTimerExpired(10))
  {
    cDiceNerd.SayBackground("bla bla bla");
  }
  
  if(IsTimerExpired(11))
  {
    cWandNerd.SayBackground("bla bla bla");
  }
  
  if(IsTimerExpired(12))
  {
    cSwordNerd.SayBackground("bla bla bla");
  }
  
  if(IsTimerExpired(13))
  {
    cDiceNerd.SayBackground("bla bla bla");
  }
  
  if(IsTimerExpired(14))
  {
    cWandNerd.SayBackground("bla bla bla");
  }
  
  if(IsTimerExpired(15))
  {
    cSwordNerd.SayBackground("bla bla bla");
  }
  
  if(IsTimerExpired(16))
  {
    cDiceNerd.SayBackground("bla bla bla");
  }
  
  if(IsTimerExpired(17))
  {
    cWandNerd.SayBackground("bla bla bla");
  }
  
  if(IsTimerExpired(18))
  {
    cSwordNerd.SayBackground("bla bla bla");
  }
  
  if(IsTimerExpired(19))
  {
    cDiceNerd.Say("bla bla bla");
  }
  
  if(IsTimerExpired(20))
  {
    cWandNerd.Say("bla bla bla");
    SetTimer(1, 120);
    check1 = 1;
  }
  
  if(IsTimerExpired(1))
  {
    if(check1 == 1)
    {
      cSwordNerd.SayBackground("bla bla bla");
      check1 = 2;
      SetTimer(1, 350);
    }
  }
  
  if(IsTimerExpired(1))
  {
    if(check1 == 2)
    {
      cDiceNerd.SayBackground("bla bla bla");
      check1 = 3;
      SetTimer(1, 220);
    }
  }
  
  if(IsTimerExpired(1))
  {
    if(check1 == 3)
    {
      cWandNerd.SayBackground("bla bla bla");
      check1 = 4;
      SetTimer(1, 170);
    }
  }
  
  if(IsTimerExpired(1))
  {
    if(check1 == 4)
    {
      cSwordNerd.SayBackground("bla bla bla");
      check1 = 5;
      SetTimer(1, 220);
    }
  }
  
  if(IsTimerExpired(1))
  {
    if(check1 == 5)
    {
      cDiceNerd.SayBackground("bla bla bla");
      check1 = 6;
      SetTimer(1, 320);
    }
  }
  
}


Unfortunately, the dialogue ceases after the 20th timer finishes and doesn't continue with the resetting of timer 1.

I'd imagine that I'm probably doing this in some extremely hard and impractical way that a real programmer would laugh at, so if you could point me int he right direction here I'd be extremely grateful.

Thanks in advance,

Ben.
#9
Hi.

I imagine this will be a fairly simple one for the veterans on the board.

I'm struggling to click on the items in the player's inventory and once they are selected, I'm struggling to click on other inventory items to combine them. Is there some sort of variable I can change to increase the size of the hit detection area for these icons?

Thanks for the help.

Ben.
#10
Full details on how enter can found here http://www.facebook.com/photo.php?fbid=275726379213417&set=a.244128165706572.54214.244122022373853ype=1heater


Give away items:

2 three month Playstation+ codes,

Merlin The game poster

Assassins creed 3 poster

FarCry 3 Poster


Stay tuned with "Go To Hell Dave" for more game competitions in the next few weeks.
#11
Hi Veterans.

I'm aware that there is already a thread on this topic but it is nearly ten years old and it doesn't seem to be relevant anymore.

I'm currently trying to detect if the player has a certain item the inventory and, if he does, turn on a specific dialogue option. Here is the code I am using:

Quoteif(cDave.inv6 != 0)
  {
option-on 7
  {
   else
   {
option-off 7
   }

I get an error telling me that "inv6" isn't a public member of 'character'. What am I doing wrong?

As always, any help is very much appreciated.
#12
This is a tutorial on how to save multiple layers within the same file to individual Pngs

It's great way to save a file full of images. http://www.facebook.com/GoToHellDave


First open the file, I'm using a relatively small file, just 15 layers.



Then go to File\ Scripts \ Export Layers to files



Select the target save location, rename your file, no point putting a number on it we will change it in a second. Select your other details

Then Hit Run



Wait a few minutes or go watch a youtube video whilst it processes the images then this message should appear



Now you have all your images in the folder but the name is long and it would be nice to have them numbered properly.



Highlight all the images, right click on the first image in the sequence, rename then type the file name and press enter.
It will automatically number all the images.



(Side note)
It some times bugs out doing multiple folders within the same file it's best to delete the other folders process a single folder then cntl z to bring them back to process the next folder


Hope this helps speed up your work flow a little.

Feel free to check out our game http://www.facebook.com/GoToHellDave
#13
This is a step by step guide on creating a mask for use in adventure game studio from photoshop (cs5 but it should work with older versions), importing the mask and changing the image size.

Firstly, Open your image.


You may want to change the size to make sure it will be suitable in AGS


Go to image/ Image Size then change it something suitable. It's easier if you have it set to pixels.



Next hide or delete any of the layers you do not want to use, the eye symbol next to each layer or right click delete layer or even use the bin icon.


Next select a layer or a group, if it's a group right click, then merge group


Then right click and select stroke, or select it from the fx button at the bottom of your tool bar.


once on the stoke layer style set it to max 250 and inside the colour doesn't really matter at this stage


Do this for each layer and you should end up with something like this


use this colour code: a6caf0   I just found it the easiest to make masks with it

Then paint bucket over all your layers using this colour


The go to mode/ indexed color


Change it to system windows


Then when you come to save it make sure it's a bmp


and 8 bit is the only option viisible ( it should also have mentioned 256 colour earlier.)


Now putting it in engine, load up your level, select the import mask from file option.


This error message will appear if it's a different error message it maybe hasn't worked properly.


Then the mask should be visible like this


Then just fill in the mask with the paint bucket and if it's a walk behind area drag the line down into the appropriate place. This level will have many separate walk behind areas.



This is my first tutorial hope it helped

and check out our game. http://www.facebook.com/GoToHellDave?ref=ts
#14

Hi Community.

We are 'Falchion Games', an indie development studio based in Staffordshire, England. Our first title "Go to Hell Dave" is currently in production and we're hoping to have a pre-alpha demo avaliable and ready to download by the end of September.

'Go to Hell Dave' is the epic saga of Dave, a normal guy with a typical life until he smashes his car into a lamp-post, with his girlfriend Sharon in the passenger seat. Waking up at the gates of Hell, Dave discovers that his girlfriend has gone, Satan is missing and Hell has become a dilapidated mess.







'Go to Hell Dave' is a hilarious adventure in which you will take Dave on a tour of Hell's nine floors, none of which you'll never read about in the Bible or the Divine Comedy.

Our facebook page can be accessed here:
http://www.facebook.com/GoToHellDave

and you can visit our website at:
www.gotohelldave.co.uk

Thanks for reading and I hope you enjoy our game.

Regards,
Ben Burns & Alex Byrom (Falchion Games)

our latest environment, the inside of Abandon All Hope nightclub.



The nerd basement will be coming in the next few days and previews of the character animations.

Alex Byrom: Lead Designer
#15
Hi Guys.

I was wondering if anybody knows of a way to acquire and store a characters position. What I'm attempting to do is have the protagonist combine two inventory items, be transported to a room, say a few lines and then be transported back to the exact room and position where he was before he combined the items. Any help would be greatly appreciated.

Ben.
#16
Hi Community.

I was wondering if anyone could help me with a little query regarding the speed of animation. My issue is as follows.

I have a regular background animation which cycles between two separate images with a 'BackgroundAnimationDelay' of 40. I am attempting to create a sound which will load up after the room fades in and loop constantly, in time with this background animation. I therefore need to create a sound clip which is exactly half the length of the animation. How can I work out what speed the background animation cycles at?

Regards,

Ben.
#17
AGS Games in Production / Go to Hell Dave
Mon 13/08/2012 17:38:22
Hi Community.

We are 'Falchion Games', an indie development studio based in Staffordshire, England. Our first title "Go to Hell Dave" is currently in production and we're hoping to have a pre-alpha demo avaliable and ready to download by the end of September.

'Go to Hell Dave' is the epic saga of Dave, a normal guy with a typical life until he smashes his car into a lamp-post, with his girlfriend Sharon in the passenger seat. Waking up at the gates of Hell, Dave discovers that his girlfriend has gone, Satan is missing and Hell has become a dilapidated mess.

[imgzoom]http://a6.sphotos.ak.fbcdn.net/hphotos-ak-snc7/319460_512732075408187_208012466_n.jpg[/imgzoom]

[imgzoom]http://a1.sphotos.ak.fbcdn.net/hphotos-ak-prn1/s720x720/561062_244124195706969_1878374009_n.jpg[/imgzoom]

[imgzoom]http://a4.sphotos.ak.fbcdn.net/hphotos-ak-ash3/s720x720/575846_244595748993147_727952618_n.jpg[/imgzoom]

'Go to Hell Dave' is a hilarious adventure in which you will take Dave on a tour of Hell's nine floors, none of which you'll never read about in the Bible or the Divine Comedy.

Our facebook page can be accessed here:
http://www.facebook.com/GoToHellDave

and you can visit our website at:
www.gotohelldave.co.uk

Thanks for reading and I hope you enjoy our game.

Regards,
Ben Burns (Falchion Games)
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