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Messages - MIITRIN

#1
Quote from: TheFrighter on Sun 16/07/2023 08:54:55That's cool Miitrin!  8-)

Why the 18+ rating? It contains gambling, swearing, smoking or whatelse?

_

EDIT: Due to a recent discovery on itch.io, I've disabled the 18+ maturity rating as although the game DOES have mature topics and dark subject matter, giving it a sensitive content warning lumps it in with... well. NSFW games, which this isn't. You probably should still play the game at home, by yourself, in the dead of night. But it's not, what it was being placed next to. So there we go!



Despite its cartoony look and comedic emphasis, the world of Nocturne is a dark place (see what I did there? eh? Okay) and the stories have a mature tone to them that I don't think most kids should see at a young age.

That said, I never write anything too crass or inappropriate as it doesn't fit my style well.
#2
The Nocturne Board of Localization unveils their first MAJOR Nocturnian to English project onto the forum of a certain blue planet...
The Nocturne Trilogy Collection

Story
In an odd little world where the sun never rises and the moon never sets, many strange creatures and characters live their lives unaware of the deep, lurking mysteries within the shadows.

Play as Benny J. Macready, Nocturnian Inquiry Agent and Labinoid protagonist in all THREE games as he teams up with unlikely allies and meets even more unlikely foes.


Description
A beginners friendly point 'n click with a deeper mystery and obscure secrets for more ADVANCED adventure game players. With each game getting progressively more elaborate and detailed the deeper you look into it. Like some sort of hole in the ground!


All episodes include:
Nocturne and the Unseen Dream

Originally finished: December 12th, 2020. Now remastered for the collection!

Nocturne: The Dragon's Melody

Originally finished: May 22nd, 2021. Also remastered, who woulda guessed?

Nocturne: Hook, Line, and SYNC ERROR
?? ?? ?? ?? ?? ?? ??
EXCLUSIVE to the Trilogy Collection


But there's more to the collection than just the three games! Many collectable secrets, bonus features, and minigames await!

For more information as well as a SHAREWARE release of The Unseen Dream (emulated on a HowOS v22.02 Virtual Machine), please visit:
https://miitrin.itch.io/nocturne


Release Window: Late 2023 - Early 2024 (Year of the Rabbit)

Stay tuned for more updates and enjoy the demo!







Spoiler


#3
Update! I have just updated to AGS 3.5.1 Patch 12 and now it works! I don't know if this was a glitch only in a previous version or if my engine just weird after a while, but everything is back to how it should work.
#4
Quote from: Mintaro on Wed 10/08/2022 18:47:22
I'm using AGS 3.5.1.11, haven't updated to 3.6.0 yet. I'll try out that engine logging and post what I get back.

Adventure Game Studio v3.5 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2021 others
ACI version 3.5.1.11

Installing exception handler
Initializing allegro
Initializing game data
Looking for the game data.
Cwd: d:/DOCUME~1/Misc/NECTUR~1/HOWDES~1/Compiled/Windows
Path arg:
Found game data embedded in executable
Located game data pak: d:/DOCUME~1/Misc/NECTUR~1/HOWDES~1/Compiled/Windows/NOCTUR~3.EXE
Opened game data file: game28.dta
Game data version: 50
Compiled with: 3.5.1.11
Startup directory: d:/DOCUME~1/Misc/NECTUR~1/HOWDES~1/Compiled/Windows/
Data directory: d:/DOCUME~1/Misc/NECTUR~1/HOWDES~1/Compiled/Windows/
Setting up game configuration
Logging to C:/Users/MIITRIN/SAVEDG~1/Adventure Game Studio/ags.log
Initializing speech vox
Voice pack found and initialized.
audio.vox found and initialized.
Setting up window
Initializing TTF renderer
Initializing keyboard
Initializing mouse: number of buttons reported is 5
Install timer
Initializing sound drivers
Sound settings: digital driver ID: 'AUTO' (0xffffffff), MIDI driver ID: 'AUTO' (0xffffffff)
Trying to init: digital driver ID: 'AXA ' (0x41584120), MIDI driver ID: 'W32M' (0x5733324d)
Installed digital driver ID: 'AXA ' (0x41584120), MIDI driver ID: 'W32M' (0x5733324d)
Install exit handler
Initialize path finder library
Load game data
Game GUI version: 119
Requested script API:  (8), compat level:  (8)
Game title: 'The Nocturne Trilogy Collection'
Checking for disk space
Initializing MOD/XM player
Initializing resolution settings
Game native resolution: 640 x 400 (32 bit)
Mouse confined: (0,0)-(639,399) (640x400)
Device display resolution: 1920 x 1080
Graphic settings: driver: D3D9, windowed: yes, screen def: scaling, screen size: 1920 x 1080, match device ratio: ignore, game scale: max_round
Built library path: d3d9.dll
Using graphics factory: D3D9
Created graphics driver: Direct3D 9
Supported gfx modes (32-bit):
   640x480;640x480;720x400;720x400;800x600;800x600;1024x768;1024x768;
   1152x864;1152x864;1280x720;1280x800;1280x1024;1366x768;1440x900;1600x900;
   1680x1050;1920x1080;
Attempting to find nearest supported resolution for screen size 1280 x 800 (32-bit) windowed
Maximal allowed window size: 1920 x 1040
Attempt to switch gfx mode to 1280 x 800 (32-bit) windowed
Succeeded. Using gfx mode 1280 x 800 (32-bit) windowed
Render frame set, render dest (0, 0, 1279, 799 : 1280 x 800)
Requested gfx filter: StdScale
Graphics filter set: 'StdScale', filter dest (0, 0, 1279, 799 : 1280 x 800)
Using gfx filter: StdScale
Mouse control: off, base: 1.000000, speed: 1.000000
Mouse confined: (0,0)-(1279,799) (1280x800)
Initialize sprites
Initialize game settings
Prepare to start game
Audio is processed on the main thread
Game : (room:-10) Cursor mode set to 0
Engine initialization complete
Starting game
Game : (room:-10) Cursor mode set to 0
Game : (room:-10) Playing music 0
WARNING: channel 2 - same clip assigned
Game : (room:-10)[G 9] Game speed set to 40
Game : (room:-10) Loading room 4
Game : (room:4) Mouse bounds constrained to (0,0)-(639,399)
Game : (room:4) Cursor mode set to 1
Game : (room:4) Room camera released back to engine control
Game : (room:4) Now in room 4
Game : (room:4)[R 5] Cursor mode set to 6
Game : (room:4) Unloading room 4
Game GUI version: 119
Requested script API:  (8), compat level:  (8)
Initialize game settings
Game : (room:-10) Cursor mode set to 0
Game : (room:-10) Playing music 0
WARNING: channel 2 - same clip assigned
Game : (room:-10)[G 15] Game speed set to 40
Game : (room:-10) Loading room 50
Game : (room:50) Mouse bounds constrained to (0,0)-(639,399)
Game : (room:50) Cursor mode set to 1
Game : (room:50) Room camera released back to engine control
Game : (room:50) Now in room 50
Game : (room:50)[R 7] GUIOff(2) ignored (already off)
Game : (room:50)[R 8] GUI 1 turned off
Game : (room:50)[R 9] GUI 0 turned off
Game : (room:50)[R 11] Cursor mode set to 6
Game : (room:50)[R 18] GUIOff(8) ignored (already off)
Game : (room:50)[R 39] GUI 7 turned on
Game : (room:50)[R 39] Game paused
Game : (room:50) Mouse click over GUI 7
Game : (room:50) Unloading room 50


so, Room 4 is the menu and Room 50 is the first game's title screen. GUI 1 was me bringing up the IconBar. And GUI 7 should be the Exit GUI

Previously, I kept repeatedly executing making the IconBar invisible in the title screen so people couldn't see it. Bad code, but it worked for a time. I turned off the RepExec so that way it didn't flood the log. I assumed that might've been the problem, but no. It still just, unloads and that's it.
#5
I'm using AGS 3.5.1.11, haven't updated to 3.6.0 yet. I'll try out that engine logging and post what I get back.
#6
Quote from: Crimson Wizard on Wed 10/08/2022 17:47:58
Please, when you ask about crashes, always tell the error message you see, if any (post a screenshot if copying the message text is difficult). It could be a script error, or an engine bug, or else, in each case the solution would be different.

That's gonna be a problem, because it doesn't give any text box. Here I'll show it off

https://youtu.be/D72ce3HvA9E
#7
To clarify: Game B and Game C aren't the same game entirely. They're two separate games with their own graphics, sound, text, etc, but what I meant was that the same "Change back to Game A" code was being used and while Game C handles that fine. Game B crashes. I've tried changing the MODE between 0 and 1. Changing which data is sent (I use game.previous_game_data to check if the player opened up Game A first. Works fine with Game C, but not B.) I just can't get it. If there's any sort of debugger I can also utilize, that'd help too
#8
I've been messing around with the RunAGSGame function a lot. I have Game A acting as sort of a menu, so you can select the two games I currently have attached to it. Game B and Game C. And when you exit Game B or C, you'll be asked if you want to go back to Game A. I also didn't want to player to simply, open up the Game B or C exes, I want them to use Game A. So, I implemented a cheeky little GUI that tells you to use Game A, then any click you do closes the window. Now this works absolutely perfectly with Game C. I can switch between A and C flawlessly. But for some reason, every single time, Game B crashes when I exit back to Game A. I mention the "lock screen" above, because, before I added that switching between the games worked fine.

Now, I can swallow my pride and just hope the player chooses Game A by constantly saying how you should only run that exe, but if at all possible, I'd like to control this. Mainly since I wouldn't want the player to just, skip ahead to whatever Game without unlocking something in Game A. But the REAL kicker now is that even WITH that "checking for previous game data" code gone, Game B now always crashes when changing to Game A. And it is still only crash Game B.  Even though Game B has the exact same code and GUI as Game C in this scenario, Game B just won't compromise. I can understand if Game B has variables or some kind of data that's not correctly being dealt with in the transition between game's, but I'm grasping at straws and I have no idea how to debug this since it'll only work on the compiled version. If anyone can provide any help with either debugging or just, any additional info about how RunAGSGame is meant to be used, it'll be highly appreciated. I really don't want to call this a bug with the engine itself, since, I'm more than likely doing something wrong, but I have no way of knowing.
#9
That works! Thank you. I wasn't sure exactly how useful creating a file would be, but its actually really simple thanks!
#10
As it stands, the only way to save a variable's value after the game is exited is by saving, but what if you want to save a specific variable without having to actually save and then load that file?

I know writing to a text file is also an option, but that would then leave my variables open to being modified by the user, which isn't ideal either.

Some uses for persistent variables could be stuff like: in-game achievements, a stats screen, and ways of always remembering the user's choices in-game.

Its fine if there's no way of doing this, I'm just personally curious if anyone has made a module or plug-in for this yet.
#11
Quote from: Snarky on Mon 24/08/2020 10:51:59
This is basically a "random footstep" problem, only applied to the speech view instead of the walking view, and a sound for every (?) frame.

See this thread, for example: https://www.adventuregamestudio.co.uk/forums/index.php?topic=58002.0

Thank you. I'll check out this thread and see if I can get it to work.

Update: It does! It was satisfying to finally hear differing pitches. All I want to know now is how to adjust the code so that it allows more than 2 pitch sounds and is a bit more frequent.
#12
Quote from: Crimson Wizard on Sun 23/08/2020 21:37:29
Quote from: Mintaro on Sun 23/08/2020 21:16:48
I've tried using this for the game, but I haven't got it working. I'm not that good at programming, so apologies if I'm just misunderstanding this. Putting it in blankly pops up the error that "frame" is already defined, but I'm not sure what to change to fix this.  If it helps, an example of what my view, loop, and frame are are 2, 0, 0 and the audioclip is acharacterspeak1. Still, like I said, I'm not fluent with programming.

There's a mistake in above code, name "frame" is used for both function parameter and inner variable. Simply rename "ViewFrame *frame" into something else, like
Code: ags

ViewFrame *vf= Game.GetViewFrame(view, loop, frame);
vf.LinkedAudio = clip;


It runs now, thank you! So how do I use this function to randomize each speech frame's sound?
#13
Quote from: Scavenger on Sun 23/08/2020 08:03:19
I haven't tested it but probably something like this:

Code: ags


function ChangeLinkedAudio (int view, int loop, int frame,AudioClip *clip)
{
  ViewFrame *frame = Game.GetViewFrame(view, loop, frame);
  frame.LinkedAudio = clip;
}


I've tried using this for the game, but I haven't got it working. I'm not that good at programming, so apologies if I'm just misunderstanding this. Putting it in blankly pops up the error that "frame" is already defined, but I'm not sure what to change to fix this.  If it helps, an example of what my view, loop, and frame are are 2, 0, 0 and the audioclip is acharacterspeak1. Still, like I said, I'm not fluent with programming.
#14
I've figured out how randomization works and playing LinkedAudio, but my question now is how do you change the LinkedAudio? I want to randomize it so that say, frame 1 plays a random sound, but I can't find anyway to change the sound already linked to it.
#15
Looking into it, my plan is to have 3-4 different pitched sounds and apply them to the speech frames. My only question now is how I'd be able to randomize when each sound is played and which sound is played.
#16
Quote from: Cassiebsg on Sat 22/08/2020 10:02:35
I can't see why it should not be possible to code such a thing, though probably a lot harder to code than to just record voices and add the files to the games.

Also, if the game is freeware and only intended to you and your friends, and not resale, you don't need a budget or actors.... just get your friends to read the lines as natural and clear as they can and record it with the mobile phone. That way they're also part of the game.  ;) Also, there's a lot of people here that often help out with free voice acting for games if you ask for help.

But if you do decide to code this, then code everything as an independent module, so that you can easily use it with other projects and eventually share it with the community.  (nod)

Thanks. I'll look into making a module for it once I figure out exactly how to do it. To me, it just felt easier to code something out and have it be a bit more professional than just some of my friends recording lines in a closet. I wanted to know if anyone else has done something similar before I actually went through with it.
#17
For the lack of any better words, Bebebese was coined for the ingame beeps and sounds villagers made in Animal Crossing: Wild World. However, every instance of a character's speech being represented by a set of quick sounds of varying pitch can be considered "Bebebese". Some examples being Phoenix Wright, Paper Mario, Undertale, or even The Legend of Zelda.  One way I've theorized of adding this into my game is to prerecord all the sounds for exact pieces of dialogue, but not only is this a tedious process, its also completely contrarian to the original purpose of Bebebese, a small sound file repeated for tons of dialogue.

Some video examples:
https://youtu.be/xNCt7ha_rRY

https://youtu.be/Min0hkwO43g

https://youtu.be/-HEhl8kq1rA


As for why someone would use this instead of actual voice actors: I'm just making a small game. Voice acting would require a bigger budget, auditions, having to record all the actor's lines, and then putting it in game. It's not really worth it for a small project just for me and some of my friends. However, I'd still like that audio for someone talking, as to make the game feel more alive. Giving the character's unique voices without the need of having them explicitly speak.
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