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Messages - Knox

#641
Hi,

Im able to play .ogv files on my computer in D3D 9 or DirectDraw 5 from within AGS (playVideo)...those movie clips are 1024x768 .ogg renamed to .ogv...no problems.

However, Ive tried to play those videos from my game on other computer and they dont play at all (both modes)...just black screen. I was wondering:

What can I do to make sure my videos (ogv) will work on "most computers"...and hidden? Ive converted the ogg files to MWV no probs...and placed those vids in the compile folder...however, I dont like having the video files unhidden. Whats cool about the ogv is its inside the exe so people cant watch them when they want. Ive got "bonus videos" as a reward for completing certain puzzles so having the vids unhidden isnt something I want!

Are there any other options available to me so I can make sure most users will be able to play the vids + have them hidden? I considered using animated views but at 400+ frames per view for each video (1024 x 768)sprites, its kind of crazy....

Ill try some tips from here: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=25522.0

But in the meantime...Any other ideas/tricks anyone has found other than the ones posted in that thread?
#642
Try to get a copy of the 1st season of Southland...theyve got some good shots...if not, sometimes just going to a PD in person and letting them know what you're working on, they'll give you a tour and let you take **some** photos...
Im lucky to know a cop personnally and Ill be going on a ride-along soon...cant wait!
:)

**depends on what/where though :P
#643
ProgZmax: Hey, much much better! Ok, I like it! Thanks, Ill use your version if you dont mind...I also really like the ref pic you posted, Ill try to see if I can do something with that.

Sonny Bonds: Thanks! I always thought that games needed more older people in them :P

S: You're right on that, I took the main pic of Storm as a rookie and just painted over it/resized facial features, added wrinkles, etc...but kept the neutral emotion. Ill  try some different versions to see if I can get it a bit more varied. Ill change the nose size a bit aswell and modify slightly the lips throughout (not too much though) :P

GarageGothic: Ok, Ill see if I can make those black marks look better (they ARE photoshop brush strokes, :P)

As for those curious of how these different versions of Brian will be implemented in the gameplay, all I can say is you'll have to wait when its done...so like in 15 years from now :P
#644
Quote* Middle-aged cop looks good - not too sure about the haircut, seems a bit too young for him. Nametag could use some texturing/shading

Ok, I tried this hairstyle, much more mature and it fits his age better...how bout the tag? Its hard to get detail in, I feel Im missing resolution :P


theRedPress, true...I didnt modify the nose at all...! I could make it slight larger as he gets older, I believe thats what happens to noses in real life :P
#645
Cool, I used Jeff Bridges as reference, Jim Walls must have been in my subconscious! The middle-aged cop, I used a bit of Tom Skerritt for reference aswell.

Ok, Ill get those changes done and repost...Francis Bacon, hehe!
#646
After a break from characters, Ive had time to work on 3 other character portraits...the main character older and younger...one you can see him as a detective close to retirement, another as an old patrolman (a few years before becoming a detective) and the other, at around 18 as a QB for his highschool team.

I was wondering if you thought they all look like the same person, including the original pic of the main character...and in your opinion, if you think something doesnt look right?



#647
Quote
that includes such things as keyboard shortcuts and right-clicking to switch cursors. There's really no excuse for omitting those.

Before starting my own menu's + Gui's for a WIP, I pondered if I should make 2 types of interfaces and let the player choose in the Settings which one they want to use (Sierra style or LucasArts)...but then I said "bah, the heck with it, too much work" and chose the sierra style...BUT...I mean each and every icon or action has its corresponding keyboard shortchut, and you can scroll though them all by right-clicking. I dont think people will complain too much if they "have to" scroll though 8 cursors...right?! I will NEVAH...NEVAH....have a 2-button interface, for SHAME!!  ;D
#648
Again, just fiddling for learning purposes, I placed this line into "function repeatedly_execute_always()":

Code: ags

  else if ((gAGSIntro_Txt.Visible) && (IsKeyPressed(eKeyEscape) == true)) 
  {
    player.ChangeRoom(7); 
  } 


Ive got logo intros when the game starts (Ags logo intro, studio logo intro, etc...) and some of them Ive placed as tween blocking...Now Im just adding a line in rep_exec_always that checks if the person pressed "esc" while those intro Gui's are visible...it will skip the intro's and just go to the main Title Menu Screen (which is Room 7).

Im getting this error though:
Code: ags

This command cannot be used within non-blocking events such as repeatedly_execute_always.


I tried putting it in rep_exec, no error this time when I press "esc" key, but nothing happens...the room doesnt change.

Anyone know what Im doing wrong here?

thnx

****EDIT: Ok I just used "startcutscene/endcutscene" and that works...still though, Im curious to know WHY the other line above doesnt work! :P
#649
I guess Im probably one of the "rare" few that likes the classic Sierra iconbar...Ive never been a fan of lucasart games (!), sorry guys :P

Im also not a fan of the "2 button" simplified interface (left click or right click)...I feel like its "dumbed down" and that Im not really getting to "choose" what I want to do, know what I mean? I personally LOVE Gabriel Knight 1's iconbar, just perfect!

#650
Not only does this work perfectly but it also made me lose 10 pounds!

Thanx man :)
#651
Ok I tested that out, it works, but just one slight thing...it "flashes" (I guess every game cycle) the glow sprite on and off, instead of just leaving it to the glow state permanently while the slider is selected. How to make it so it doesnt flicker "on and off" rapidly like that?
#652
Wow these are nice backgrounds...the color balance in those pics are awesome
#653
Haha! Dont worry, you're in charge (Im not worthy, Im not worthy...Waynes World anyone?)

Im just testin'  ;D

Ok, Ill try that and let you know what happens!
#654
Hi,

Im just fiddling around and learning new things with scripting, and Ive come up with a (surely) simple problem. The following code "works", but there is an exception...what Im testing is with the music volume slider in the game options...basically what I want to do is as long as the left mouse button has the slider selected and the user is moving it, it changes a sprite graphic (makes "Music Volume" sprite glow)...as soon as the left mouse is released  (and the slider), that sprite gets reset back to its non-glowing sprite.

I tried this:

Code: ags

function sldMusic_OnChange(GUIControl *control)
{

  if (mouse.IsButtonDown(eMouseLeft))
  {
    if (btnMusicVol.NormalGraphic != 60)
    btnMusicVol.NormalGraphic = 60;
  }
  else if (!mouse.IsButtonDown(eMouseLeft))
  {
    if (btnMusicVol.NormalGraphic != 84)
    btnMusicVol.NormalGraphic = 84;
  }
  SetMusicMasterVolume(sldMusic.Value);
}


It works partly, only if I select/deselect the slider quickly...if I keep the left mouse clicked down for a while and slide it up and down, and then slowly release, the graphic stays in the "glow" state, even though I no longer have the slider selected.

(normal, default sprite)


(glowing sprite while slider is being moved)

What did I do wrong?
#655
Ah no, I think I mistook this problem for something else...You're right, if photoshop is already opened it will do this, so yes, closing it and reopening solves that problem...

Actually I noticed in my preferences the default editor was set to photoshop, when a while back, I had set it to acdsee (image viewer) so that way when I doubled clicked on a sprite I could see it in all its full resolution glory.

DOH!

thanks though :P
#656
Hi,

It seems I can no longer "view" a sprite from the sprite viewer while double-clicking on it. I used to be able to do this, but now I get this error:

Quote
Unable to launch your image editor. Make sure you have an application installed to handle PNG and BMP files, and that it is not already running. If it is running, close it and then try again.

Error: Object reference not set to an instance of an object.

Im using the final version of 3.2, and Windows 7 64 bits.
#657
heheh, dont worry, that was a joke (the girl and the taser) :P
#658
QuoteBut it seems weird to have all these impressive sounding bits and bobs and no story.

I know! I assure you Monkey and I will work on this to make sure its not just a collection of random events. I dont think all the ideas I have for this game would be remotely possible if Monkey didnt agree to take over programming...he's a genius :P

I like those suggestions, like the peeing in the hat. I thought maybe it would be cool to pull over a kid for spitting gum on the pavement, then taser her for not complying to the player's commands (abuse of power). The gum will be mint flavor.

Quoteto the other members of his "team" ()
...haha, Ive got Batman and Kevin Federline working on this too, by the way.
#659
I wasnt familiar with the Wire or Shield :P...however I really got into Southland but I think its cancelled (?)...

Ill get the dvd's for those 2 shows and check them out "for research", :P

Any other really realistic/good police shows/movies/books you would recommend?

Oh, I just downloaded The Energizer, tzachs...seems interesting :)
#660
Wow, really nice! I love the portrait you did of Rosella...this is really nice work!

:)
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