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Messages - HillBilly

#201
I think I understood you wrong. I tried this:

Code: ags
       timer++;

if (animating==0) {
if (timer==time) {
  rand = Random(3);
  SetCharacterView(CHIP,23);
  AnimateCharacterEx(CHIP, 0, 5, 1, 0, 0);
  if (rand == 0) {
    PlaySoundEx(13, 3);
    line = DisplaySpeechBackground(CHIP, "!");
    if (IsChannelPlaying(3) == 0 && character[CHIP].animating){ 
    ReleaseCharacterView(CHIP);
    }
  }
  if (rand == 1) {
    PlaySoundEx(14, 3);
    line = DisplaySpeechBackground(CHIP, "!");
    if (IsChannelPlaying(3) == 0 && character[CHIP].animating){ 
    ReleaseCharacterView(CHIP);
    }
  }
  if (rand == 2) {
    PlaySoundEx(15, 3);
    line = DisplaySpeechBackground(CHIP, "...");
    if (IsChannelPlaying(3) == 0 && character[CHIP].animating){ 
    ReleaseCharacterView(CHIP);
    }
  }
  else if (rand == 3) {
    PlaySoundEx(16, 3);
    line = DisplaySpeechBackground(CHIP, ".");
    if (IsChannelPlaying(3) == 0 && character[CHIP].animating){ 
    ReleaseCharacterView(CHIP);
    }
  }
  timer=0;
  animating=1;
}
}

if (timer==time) {
  if (IsOverlayValid(line)){
  DisplaySpeechBackground(CHIP, "");
  ReleaseCharacterView(CHIP);
  animating=0;
  timer=0;
}
}


and this

Code: ags
       timer++;

if (animating==0) {
if (timer==time) {
if (timer==time) {
  rand = Random(3);
  SetCharacterView(CHIP,23);
  AnimateCharacterEx(CHIP, 0, 5, 1, 0, 0);
  if (rand == 0) {
    PlaySoundEx(13, 3);
    line = DisplaySpeechBackground(CHIP, "!");
    if (IsChannelPlaying(3) == 0 && character[CHIP].animating){ 
    ReleaseCharacterView(CHIP);
    }
  }
  if (rand == 1) {
    PlaySoundEx(14, 3);
    line = DisplaySpeechBackground(CHIP, "!");
    if (IsChannelPlaying(3) == 0 && character[CHIP].animating){ 
    ReleaseCharacterView(CHIP);
    }
  }
  if (rand == 2) {
    PlaySoundEx(15, 3);
    line = DisplaySpeechBackground(CHIP, ".");
    if (IsChannelPlaying(3) == 0 && character[CHIP].animating){ 
    ReleaseCharacterView(CHIP);
    }
  }
  else if (rand == 3) {
    PlaySoundEx(16, 3);
    line = DisplaySpeechBackground(CHIP, ".");
    if (IsChannelPlaying(3) == 0 && character[CHIP].animating){ 
    ReleaseCharacterView(CHIP);
    }
  }
  timer=0;
  animating=1;
}
}
}

  if (IsOverlayValid(line)){
  DisplaySpeechBackground(CHIP, "");
  ReleaseCharacterView(CHIP);
  animating=0;
  timer=0;
}


First code, CHIP didn't talk. Second code, CHIP wouldn't stop animating. :-\
#202
Quote from: Ashen on Sat 22/07/2006 20:13:53
Then, you should be able to use IsOverlayValid(line) to check if Chip is 'speaking' and release the view as needed.

Where would I place this? I tried this:

Code: ags
  else if (rand == 3) {
    PlaySoundEx(16, 3);
    line = DisplaySpeechBackground(CHIP, "Line3.");
    if (IsChannelPlaying(3) == 0 && character[CHIP].animating && IsOverlayValid(line)){ 
    ReleaseCharacterView(CHIP);
    }
  }


But that seems illogical, and didn't work either. So I'm probably doing it the wrong way. I think I need this spoon-fed.
#203
That worked for the normal talk. He now stops animating right when the text disappears. Unfortunately, it's not the same case when EGO interrupts him. Then the animation keeps looping for a while, and it loops even longer if the player, for example, clicks "look at" on an object again and again.

It seems that when the text disappears(as it does when it's interrupted by "normal" speech), it forgets about the rest of the code. I've tried adding if (IsChannelPlaying(3) == 0 && character[CHIP].animating){ ReleaseCharacterView(CHIP); both before and after "DisplaySpeechBackground", but no luck.

If it makes any difference, the text itself could be sacrified. Aslong as the voice and animation is in sync, I'm happy.
#204
Quote from: monkey_05_06 on Sat 22/07/2006 16:48:44
Quote from: HillBilly on Sat 22/07/2006 16:20:47
Code: ags
while(character[CHIP].animating) PlaySound(13);

This is (obviously) the problem (as it's the only while loop).

D'oh. I'm sorry, I was checking out if there was any .talking varibles, and forgot to remove it. It was not supposed to be there.

Quote from: monkey_05_06 on Sat 22/07/2006 16:48:44The problem is that you have the animation set up to repeat:

Code: ags
AnimateCharacterEx(CHIP, 0, 5, 1, 0, 0); // int CHARID, int loop, int delay, int repeat, int direction, int blocking


So that the character is animating forever (until you manually stop it). Since you never stop the character animating, the while loop is run indefinitely and crashes the game. Perhaps this "while" should be an "if"?

If I remove repeat, CHIP only plays the animation once, and stops at the last frame. And it stays there for aslong as the talking animation would loop.
#205
Hello,

I've been having some problems with backgroundspeech in AGS v.2.62. What I need is a character(CHIP) randomly mumbling lines while the main character(EGO) can walk around doing stuff. CHIP's talking animation needs to be displayed when he says something, and a sound clip needs to be played, since backgroundspeech don't support voices. Pablo has been so kind to help me out with a script, but unfortunately it still remains some difficulties. Here's the script in question:

Code: ags
           int time=120;
           
           int timer;
           int animating=0;
           int rand;
#sectionstart room_c  // DO NOT EDIT OR REMOVE THIS LINE
function room_c() {
  // script for room: Repeatedly execute       
       timer++;

if (animating==0) {
if (timer==time) {
  rand = Random(3);
  SetCharacterView(CHIP,23);
  AnimateCharacterEx(CHIP, 0, 5, 1, 0, 0);
  if (rand == 0) {
    PlaySound(13);
    DisplaySpeechBackground(CHIP, "Line1.");
  }
  if (rand == 1) {
    PlaySound(14);
    DisplaySpeechBackground(CHIP, "Line2.");
  }
  if (rand == 2) {
    PlaySound(15);
    DisplaySpeechBackground(CHIP, "Line3");
  }
  else if (rand == 3) {
    PlaySound(16);
    DisplaySpeechBackground(CHIP, "Line4.");
  }
  timer=0;
  animating=1;
}
}

if (timer==time) {
  DisplaySpeechBackground(CHIP, "");
  ReleaseCharacterView(CHIP);
  animating=0;
  timer=0;
}
}


Here's the different results of the scipt:

Keeping as it is - CHIP talks and plays the clip, but the talking animation lasts a bit too long. If the main character says something while CHIP does, the talking animation last very long. This is the main problem.

Adding "ReleaseCharacterView(CHIP);" After "DisplaySpeechBackground(CHIP,..." - Of course, now the talking animation won't play. Maybe if I had a way for it to wait until after the sound clip is finished playing, but I don't know how to do that.

Adding "ReleaseCharacterView(CHIP);" after every line EGO says - An unpractical solution, but it worked partly. If EGO talks at the same time as CHIP, CHIP's talking animation stops at the same time as EGO. Since they both say relative short lines, it worked okay. However, if EGO is talking and is "interrupted" by CHIP, I get this:

Quote
(ACI version 2.62.772)

Error: run_text_script1: error -6 (Error (line 672): Script appears to be hung (150001 while loop iterations without an update)) running function 'room_c'

I know, I shouldn't be using 2.62 because this could be solved in a jiffy in 2.72. I'd change if I could, so this will probably be my last game in 2.62.

Thanks.

EDIT: Fix'd some code.

Edit by strazer: Please post error messages in clear text so they show up in the forum search.
#206
Thank you.  :)
#207
General Discussion / Re: Gaming...?
Fri 21/07/2006 21:31:28
I bought a decent tycoon game today, Trailer Park Trash. It seems good enough for a few hours of fun.
#208
Wow, that's a pretty neat effect. I'll keep it in mind, thanks.

Anyway, I've worked his head and some of the background. Not quite done, but I'd like some input on how to improve it, before I move on:



While I think it's pretty decent for a first attempt, I'm sure it could be improved.
#209
General Discussion / Re: Gaming...?
Fri 21/07/2006 09:14:22
Well. I have a political strategy game called "Economic War", but I didn't get too much into it. So I don't know if it's good or bad. You could also check out "Rock Manager", which is a pretty funny tycoon game. Made by swedes, too. You've probably already heard of "Theme Hospital", but it's such a great game I'll plug it here for anyone that hasn't.

For newer games, "The Movies" is recommended, if you haven't tried it yet.

Hope this was to some help.
#210
Thanks for all comments, tips and critics. I've started on it, and decided just to go with myself, instead of a tutorial. I've finished the sky and half his face, and it's looking all right so far. I'll show off when I got some more. :)

Quote from: CaptainBinky on Thu 20/07/2006 11:27:16P.S. Oh and when you colour it, don't worry too much about getting the colours *just right*. Since this is probably nighttime, whack a gradient map layer (those things are great) with a black -- dark blue -- desaturated light blue -- white type gradient on top of it, and play with the transparency / blending mode of the gradient map layer.

This sounds interesting. How do I make a map layer?
#211
Hello Critics Lounge,

I'm creating cover art for a little game(plug, plug, plug) I'm making. It's mainly just for the fun, but also practice. Anyway, I sketched down a few concepts last night, and came up with one I liked:


(If I'm lucky, it'll look better in colors)

Now, before I start the process of coloring, I'd like to know what you guys thought about it, and where there's room for improvement. As you hopefully can see, I'm aiming for an extreme smallscale-to-bigscale perspective. Oh, and the circle above his head is the moon, not a halo or anything. Just to make it clear.

Also, I'm looking for archiving a paint effect in photoshop, similar to StubbsÃ, theÃ, Zombie. Probably not as professional, but hopefully in the traditional spirit of cover art. Now, I'm no Photoshop guru, so if anyone could link me to some tutorials covering the method, that'd be great. I haven't found anything useful myself, yet.

If there's no good digital way, maybe this'll be the perfect time of learning acrylics. :P

Thanks.
#212
Quote from: SergioCornaga on Tue 04/07/2006 01:33:32
Quote from: HillBilly on Sun 28/05/2006 10:23:45You don't want to get used to the new name?  :(

No, I just wondered why the name was changed. I found the original name quite funny, maybe because there was already a game called Breakout.

Yeah, I know. That's reason number one to change it. Second reason is if I ever get around to make a sequel, there won't be much "breaking out".  :P
#213
Quote from: Largo on Fri 30/06/2006 10:17:23
Sounds great, HillyBilly, can't wait to play this awesome-looking game. :=
It's a good thing you're saving for release, gets people more excited and curious. I'm sure none of us will be dissapointed when we finally get to play it. :)

Thanks! :)

Quote from: Svartberg on Sat 01/07/2006 19:22:46
I'm checking each day for that shiny "cutscenes 100%" so i could get my arse into gear ;)

Will 90% do? Please?
#214
General Discussion / Re: 256 colors?
Sat 01/07/2006 14:46:49
Quote from: Farlander on Sat 01/07/2006 12:47:49
Now, hit repeateadly your head against a marble object as punishement for making us waste our precious time...  ;D Just kidding... :)

Leave me alone.  :(

Quote from: Babar on Sat 01/07/2006 13:49:28
Just curious, and probably going way out over here, but Space Quest 6?

Sorry, no.
#215
General Discussion / Re: 256 colors?
Sat 01/07/2006 12:42:44
Thanks, that did it. I feel kinda stupid now.

You learn something new every day, huh.
#216
General Discussion / 256 colors?
Sat 01/07/2006 12:32:40
Hello,

I'm trying to run a game from 1997. The game requires 256 colors. Nothing less, nothing more. That is, I can't have more colors than 256, or the game won't run. My screen options in "properties" is either 32-bit(High) or 16-bit(Medium). Any ideas how to temporarily make my computer run in 256 colors, or fool the game to think I am?

All help appreciated.
#217
Hey,

Since it's been a month since I replied to the thread, I'd just like to mention that the game is still very much in progress.

- graphics 95%
- puzzles 100%
- scripting 95%
- music 90%
- voices 80%
- cutscenes 85%

I'd show you something, but I'm saving it all for the release.
#218
General Discussion / Re: Don't Judge People
Mon 26/06/2006 16:30:52
You should post this in the original thread instead.

It's hard to tell someone's intentions by just text. This is why we have emoticons.

Besides, you kind of overdid it with this:
Quote from: TheCheese33 on Sat 24/06/2006 00:38:24LimpingFish, you are one of the smartest people I've ever met.
#219


Did I win?
#220
I liked it. Good entertainment for five minutes.
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