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Messages - Jordanowen42

#21
Quote from: Snarky on Tue 01/10/2024 08:04:20
Quote from: Jordanowen42 on Tue 01/10/2024 07:30:08Thanks for all the great ideas tho.

 ???
What you ended up doing was literally the first thing anyone suggested:

Quote from: RootBound on Sun 29/09/2024 11:35:16There are multiple ways to do it, but you should only need nine objects. You can change each object's graphic depending on which inventory is used on it

Ah so it was! My oversight is shameful. Thank you all for the help regardless.
#22
Hello all-

I figured it out and it was staring me right in the face the whole time: what I needed to do was create nine invisible objects and then simply have the graphic change to a different item number in the cache based on the corresponding inventory item being inserted into the slot.

Thanks for all the great ideas tho.
-J
#23
Quote from: eri0o on Sun 29/09/2024 13:44:55Ah, also the room object limit should actually be 256 objects unless you are not using the latest stable release

How do I change the number of objects?
#24
Hello all-

I'm working on a puzzle for my game where the player is presented with a 3x3 grid of boxes into which blocks must be inserted in a specific order to advance. So I need each of the blocks (which are contained in the inventory) to be able to be inserted into all nine of the boxes so that the player can try different combinations. I was originally going to make each other boxes a hotspot and have nine invisible objects contained in each of them. The objects in each box would then become visible as the player used the corresponding inventory item on them. This ended up not working because it exceeded the game's limit of 40 items per room. Does anyone have any suggestions? I am very much a novice so some code would definitely help.

Kind regards,
-Jordan
#25
Hello all-

I have a demo of my game ready to go but it's 2.07 gigabytes. I was going to post it to itch but they haven't gotten back to me about getting more space. Is there another website I can upload it to?
#26

[/quote]

If your video is too long for the website, you could export it in smaller parts and then have the .ogv videos play one after the other in AGS(?)
[/quote]

Brilliant!
#27
Quote from: Rik_Vargard on Fri 28/06/2024 07:10:06
Quote from: Jordanowen42 on Thu 27/06/2024 08:52:39Hello all-

I've got cutscenes in my game that I made in Adobe Premiere Elements. I found a website online (https://video.online-convert.com/convert-to-ogv) that can do the conversion but the end result is very choppy and jerky. I want my cutscenes to look like big, epic, latter period Myst game full screen events. Any suggestions about how best to do this? Perhaps a trustworthy app to download?
-J
I use the same website fo my games and I do change the video bitrate to 20000 to have better outputs. I use 1280*720 videos.

I take it you use the paid version?
#28
I downloaded it and it only has an option to convert to .ogg not .ogv
#29
Okay- I downloaded ffmpeg and tried to run it. Nothing happens. Unpacked the whole zip file and moved it onto my hard drive- doesn't do anything. What am I missing?
#30
Awesome- thanks!
#31
Hello all-

I've got cutscenes in my game that I made in Adobe Premiere Elements. I found a website online (https://video.online-convert.com/convert-to-ogv) that can do the conversion but the end result is very choppy and jerky. I want my cutscenes to look like big, epic, latter period Myst game full screen events. Any suggestions about how best to do this? Perhaps a trustworthy app to download?
-J
#32
Awesome but how do I implement "SayAt?" The dialogue page doesn't give me a place to enter code, just dialogue options.
#33
Hello all-

So I'm doing my first dialogue section for my game. It's actually the dialogue system being used to allow the players to read journal entries from a computer screen. To that end I need to be able to make the text appear on a certain part of the screen and only take up a certain block of space rather than covering the whole screen in the center. Any advice on how to do this?

Also- I have set up the dialogues so that each one goes to a separate screen where the person talking appears on one side of the screen while their words appear next to them in a black void. I did this by making a second room from dialogues. To that end I want to make the last option of each dialogue menu be "EXIT" so as to allow the player to return to the previous screen. Any advice on how to do that?
#34
So I've been getting ready to start implementing videos in my game and I'm noticing that a lot of people have commented on this with things like "use x y and z scripting to get it to play a video." (PlayVideo, that kind of thing.) My question is: where do I need to store my video files so that the game will access them? What file folder does NameofClip.Ogv need to be in for it to be loaded in that context?

*EDIT* So I found that the videos need to be in the main project folder. Done that. But the game still calls them "undefined symbols."

NEVERMIND- I got it to work. You guys are nice to put up with me. ;)
#35
Hello all-

I'm working on a game in LW Bass and I wanted some advice on how to do dialogue. The other systems (a'la the Sierra template) seem to have a means to set initiate a dialogue exchange already (ie clicking the talk icon on them.) What do I need to do to initiate a dialogue in LW Bass?

*EDIT*

To clarify, I'm creating a Myst/Return to Zork first person perspective style game and so I'm wanting to do an interface where the player clicks on a character and we are transitioned to a black screen (a separate room) where the images of player and NPC appear along with dialogue options (a'la Gabriel Knight.) So I need to know how to initiate dialogue as soon as the room starts.
#36
Another question- how do I implement these things without screwing up my game?
#37
Thank you- sorry for the silly problem. I shall endeavor to have only the most serious and erudite problems in the future.
#38
Hey all-

I've been recompiling my game in the LW Bass format and I can't seem to find any onscreen save/load option. Is this a keyboard shortcut or will I need to write new code altogether?
#39
Hey guys-

So I've been trying to apply this information and what I'm realizing is that I'm getting a little in over my head. When I say that I'm new at this, I mean I'm literally learning every step as I go. I'm literally asking myself questions like "what does the green text mean? How does the computer know what that means?" Hell- I just tonight learned "bool" is short for "boolean."

So rather than send you guys one request for code after another, I'm wondering if you can refer me to a good resource on understanding all the coding involved in this but worded specifically so that I understand it in light of what's happening in AGS. I'm finding all these tutorials on line but none of them go as deep as the questions I'm asking here.
#40
Okay cool- I really appreciate the help. I'll start trying this code out and see what happens! :)
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