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Messages - Le Woltaire

#221
To answer the questions:

The non talkie version is hosted by Peder Johnsen and still contains the old GUI.
The talkie version is hosted by me and contains the new slightly changed GUI.

I can upload a non talkie with the new GUI as well if it's demanded...

I didn't think about changing the GUI in Earl Bobby is looking for his Shoes, because no one complained about it and it's a rather short game. I understood that in a larger game my GUI is annoying. I think my old GUI makes sense in a game that basically consists of one scrolling room because you have to walk around a lot and therefore the walk mode is of major importance...

However I didn't mention that it is now possible to switch back into the walk mode directly with the middle mouse button.

Apart from that a simple walkthrough of the game can be found on the walkthrough section of my homepage now.

#222
A walkthrough can be found on my webpage...
It's not structured well, but is contains all necessary steps to conclude the game.
#223
Hi Ionias,

I just recognized that you are the sixt person that mentioned that my game gui is a bit annoying.
So I decided to change it. I uploaded a version of the game, that doesn't jump back to walk mode after clicking. So this should work a bit better for the game play...
The new version can be downloaded via the mainlink. 
#224
I just tried to make a talky version of the game.
I didn't have any voice actors so I tried to make all voices by myself.
But I think it's totally freaky what I did and trash in some way.


Things I did to make my voice sound different:

EARL BOBBY: Moved my nose and the micro to make the voice sound a bit quirky. Tried to talk a bit higher than normal.

TIGER WOODY: Tried to talk as serious and deep as I could. Mostly with open wided mouth.

GREENKEEPER: Smoked two ciggarres (I'm not a smoker) and stuffed some pieces of bread in my mouth. Tried to talk very deep.

MARY HANKINGFIRE: Talked as terrible and high as possible with a possibly aggressive note.

LULA HANKINGFIRE: Talked as high and sweet as possible. With some kind of lovely flair.

BARKEEPER: My normal voice.

BARON MUCKI: Tried to talk with an extreme German accent (southern Germany) and a bit deeper than normal.

BIMBO: Tried to simulate an African accent with my normal voice.


Like in the voice acting of the first part I'm not sure if my English is good enough to be understood. But I hope it adds some atmosphere to the game...

If you have any suggestions how to improve or would like to play the voice acting for one of the characters instead of me, just say.
#225
Well you didn't disturb me in any way...
I just didn't get what you want exactly...

So you have a problem with your "new" keyboard and the F5 key?

I could easily transfer the saving process to another key, but I don't know if it makes sense for a game that is so short.

Basically you shouldn't need any saving in this game because there are just a few puzzles to be solved...

I suggest that you take a look at the walkthrough for the game, that I released on my side if you get really stuck and can't save your game for some reason.

Hope you're having fun with whatever you're doing...
#226
Quote from: Alla on Sat 03/03/2007 12:04:08
Sir,i refuse to play many games,cose my F5 didnt work as Save and so on games. And so yr Game.Any way to correct it?plz reply kindly.thanks :) :) :)

Er...

I didn't get exactly what you want me to do...
Do you tell me, that you have a broken F5 key on your keyboard and want me to release a special edition of the game, that uses another key to save it?

Or...

Do you tell me that there is a bug and my whole save system doesn't work for you and maybe others.

Didn't understand exactly...
#227
Oh...
I have a big world map above my head were I'm working right now.
I misread some info from there.
I guess it's something like -N58°/-N60° and -W34°/-W35° I meant...
There you see how dumb I am.
I even don't understand how our planet works.
#228
I have to correct myself:

I cannot finish the autonumbering process.
AGS crashes after numbering some rooms.
I get a unfinished speechref file.

But: I have to use AGS v2.62 at the moment because I failed to update my games into newer versions. Perhaps it's a version related problem...So it's unnecessary to concern about this.

I will go on with the numbered translation file. So our heuristic script was useful after all, at least for me...

A big thanks to blashyrkh for everything from my side.
In my opinion he's the best software developer of north eastern Argentinia between N58°/N60° and W34°/W35°.
#229
Sure.
I'm absolutely interested.

I thought it would be more complicated to make a script in PERL that uses a blank translation source and recopies finished material of an already existing one.

Especially because the finished translation source has been updated a dozen of times. So nothing is really at the right position...

But perhaps I'm wrong...
The PERL script has to compare the German lines and add the English lines to the right position in the blank translation source under the specific German lines and add the voice number at the beginning.

This is only useful if the speechref txt that I get from AGS gets modified in the same way I think. Because I only see German lines and their characters in the speechref
but as my voices are English it would be easier for me if I could see the characters name and the English speech in the summary.

Otherwise if I just work with the numbered translation source I will confuse with too many same numbers and I'd prefer if every speech number only appeared once.

(Besides of that I couldn't autonumber my speech file because AGS always used to crash in the middle of the process when I tried. But now I made another test and it suddenly worked.)

But you're right blashyrkh: Our heuristic approach to filter all parser related words out of the numbering progress was pretty complicated...let's make another email session about this or maybe we can discuss it here or at my forum to improve the script...
#230
By mistake I assigned a &number at the beginning of a text overlay.
It got ignored by the script as well and wasn't displayed in the game.

So I wondered: Is there a possibility to assign a voice to a text overlay in AGS v2.62?

If so, what character should it be assigned to.
I've already tried the game.narrator_speech variable.
#231
Quote from: sthomannch on Wed 28/02/2007 15:15:10

BTW I thought you were Italian?


I am so.
But I come from the very north of Italy where German is quite common as well.
But I can speak English with a slight Italian accent too.
Just have to switch my brain a bit.
#232

I added voices to the game.

This is meant to be a test, because I would like to add voices to the other Earl Bobby game as well.
I wanted to ask, if someone recognizes a terrible german accent.

INFO:
It's not my real voice.
I made many strange things with my nose, ears and the micro to manipulate it.
#233
I just found someone, who writes a PERL script for my problem, so never mind...
Thank you.
#234
Well, I didn't get exactly what you mean...

My situation is this:

-The game was made in german.
-Then it was released and translated into english by another person.
-So I have a already finished translation file.
-Now I would like to make a english voice acting afterwards.
-If I use the "auto-number speech file" option I have to update my already finished translation source.
-This means I lose all english dialogue and have to recopy it into the txt file
-I'm looking for a possibility to update a translation source just by adding "&number" at the beginning of any ENGLISH dialogue line.
-I wouldn't mind if it would also include the german lines...
-But I guess I have to add them by hand...
#235
Hi,

I'm making a voice acting for one of my games.
All my games are written in german.
But I want to make a voice acting for the english translation.
So I add the "&number" at the beginning of each translated dialogue line in the translation source.

This works quite well, but is a bit...let's say annoying, with over 4000 numbers to add...

Is there a possiblility to auto number the translated speechlines in the translation source? Or could this be added for future versions because it could help to make voice packs for foreign languages and also help developers, who don't create their game in english.
#236
Hi,

I discovered the site recently and I'm really curious as well what they've written.

http://pc.hrej.cz/plne-hry/adventura/3d-adventura/masters-of-sound/

http://pc.hrej.cz/plne-hry/adventura/2d-adventura/earl-bobby/

If somebody could translate this...
Thank you in advance...
#237
Let me say something about medication in general.

When I was about 20 years old, I worked as a volunteer in a psychiatric hospital for young people. I decided to do this instead of making my military service. In Germany we have this possibility.

I stayed there for about a year and helped the personal with minor services like: 
- Make a walk with a depressed person
- Give someone something to eat, because he doesn't want to eat anymore

And some extreme tasks like:
- Clean up the Room, that has been entirely smeared with shit by a patient, and so on...

Well, in that period of my life I got a lot of impressions and some basic psychological informations. I also saw lots of persons, that got a medication and I saw what happened to them:

First of all I recognized that they became thick. Their bodies all got let's say fat but not as if they were eating to much, more like as if they were full of water. They also lost lot's of their personalitity: Before they got medicated they sure were angry and unhappy, but at least they had something like an opinion like: "No, I don't want to do this."

After the continous medication they were all happy and calm, but also very obedient. Some of them didn't even know anymore, what is eatable and what not. I remember myself of a guy that asked a patient during a walk: "Look at that wonderful slug over there! I'm sure it tastes quite well. Wouldn't you like to eat it?" And that boy really tried to eat the slug... I managed to stop him before he put it into his mouth.

Most of them after they were "cured" and left the "hospital" made a drug or scientology carreer because they believed everything that you told them, but they were happy somehow. The depression was cured but the personality was lost. I think even suicide is better than that.

I'm sure these are very extreme cases I've seen...and I can tell endless stories about that year in the hospital. But whatever you do with your friend: Make sure he doesn't end up in a psychiatric hospital and that he doesn't get medicated.

What about homoeopathy or traditional chinese medicine? They offer an alternative cure for this kind of love related problems. I know some persons who really made positive experiences with this. I think it's worth a thought... 
#238
The new beta is out ( v0.8 ).
Redownload it if you had the hotspot problem.

The hotspot bug that prevented some of you finishing the game is fixed.
You can import your old savegame into the new version.
Just reenter the parking lot and everything should work.
I apologize for this problem...
#239
Quote from: sthomannch on Wed 31/01/2007 17:46:25
about the tyre
this time I see the hotspots and can continue

Yes...
This has to be a bug.
Can you remember what puzzle sequence you played before.
Or do you have an old savegame that you can send me?
I tried to figure out why this happens, but can't find any reason...

edit:
Ok, I just found the reason for the bug.
To evoid the bug you should visit the parking lot before you wash
Woody's ball.

edit2:
Bug is fixed.
Redownload the game from the main link ( beta v0.8 )
You can reimport your savegame.
#240
Hi Sholson,

Someone else told me about this.
It's possibly a bug.
Could you send me your savegame via email,
and give me a brief description what way you made through the game.
(what actions you did in a timeline).
So I can take a look at what point of the game you are.
Thank you!
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