Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Radiant

#101
I would expect SetMusicMasterVolume (0) to reduce the volume to zero, thus making the music inaudible; this doesn't actually happen. On my system, setting it to 0 is about half as loud as setting it to its maximum of 100.
#102
In a recent thread, it was mentioned that walkbehinds or baselines are treated differently in DirectX 9, and that this may cause conflicts for games developed with the DirectX 5 model in mind. Indeed, I'm seeing numerous walkbehind issues when running my game on DX9. Can someone please elaborate what the difference is and how to avoid in-game glitches? Thanks.

(edit) Solved: turns out that IgnoreWalkbehinds works differently in Dx5 than in Dx9; specifically, in Dx9 it is equivalent to simply setting the object/character's baseline to a very high number.
#103
Editor Development / (solved) Font overflow
Thu 29/08/2013 17:06:33
Attempting to create more than 15 fonts (0-14) in AGS 3.2.1 gives the following error,

Code: ags

Error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Version: AGS 3.2.1.111

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at reload_font(Int32 )
   at GameUpdated(Game game)
   at AGS.Native.NativeMethods.GameSettingsChanged(Game game)
   at AGS.Editor.Components.FontsComponent.CommandClick(String controlID)
   at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
   at AGS.Editor.ProjectTree.ContextMenuEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

#104
I've found an interesting issue with AGS 3.2.1. If you compile a game in 32-bit color, and you have a GUI that has no background picture set, then any 16-bit button pics on the GUI will not be displayed. The workaround is to set a 16-bit background picture that is blank, and it is also averted by using winsetup to select "downgrade 32-bit to 16-bit".

http://www.adventuregamestudio.co.uk/forums/index.php?issue=498.0
#105
I'm curious. Suppose I have a large "full-length" adventure game project, say A Tale Of Two Kingdoms, and I would like this translated into German/French/Spanish. Is there some place I could look for translators? This is basically asking people to translate a full novel, so just dropping it on the "request service" forum here doesn't seem like the best approach. Is there something like a community of translators that people have good experience with?
#106
It appears that when a Sierra-style portrait animation plays, this animation lasts for an amount of time dependent on the length of the text. However, if a voice sample plays, this amount of time still depends on the text string and not on the voice sample. Is this correct or am I missing something? AGS 3.2.1 by the way.

(note that this is distinct from the amount of time the dialog box remains visible)
#107
In AGS, whenever a character is talking, the SetSkipSpeech() function determines how the dialogue proceeds; basically, whether the next line is shown (1) automatically after a set amount of time, or (2) whenever the player clicks the mouse button, or (3) both. Intuitively, the first option would allow the player greater immersion in a scene since it proceeds by itself; whereas the second option gives the player more freedom regarding reading speed, or to fast-forward through scenes he's already seen. The third option might appear the best of both worlds, but has the drawback that if you click the mouse at about the same moment the message times out, you may end up skipping a text box (if the click registers after the timeout).

I'm curious what people's preferences are, and perhaps more importantly, if there's an option here that you really hate and that would ruin the game for you. Thanks!
#108
It seems that using game.speech_music_drop = 0; will still cause a minor drop in music volume whenever speech plays, using v3.2.1 of AGS. Should I be doing something differently?
#109


Draconis is a puzzle game we created in just one week for the OROW contest. This means that the music was created by a random song generator, and the sound effects by me making odd noises into my microphone. We would like to replace these by some actual quality work, so help would be appreciated. What we're currently looking for is one piece of about two minutes, looping; we intend to eventually expand the game, at which point more music pieces would be included. It should fit the knights-and-dragons theme and not be too action-oriented since this is also a thinking game. OGG format preferred, and this is freeware so we can't pay you for it; if you can also do a few sound effects that'd be nice.
Please let me know if you're interested, in this thread or by PM; thank you for your time.

Game information and beta download here.

(update: thank you, we've found someone!)
#110


From the latest OROW contest, Fizzii, Diamond16 and I present Draconis. A cunning puzzle game, it puts you in the role of Sir Flamington the dragon, who has to recover his precious gems from the knasty Knights of Knuisance. And, as any dragon worth his salt, you can set things on fire and cause nice explosions while you're at it.

Now this is a concept that deserves some expansion before we'll release it as a full game (eventually, because Heroine's Quest takes priority). We're looking at scrolling rooms, some more puzzle elements, better sound, and of course many more levels. In the meantime, you can play around with this early build and tell us what you think. Also, you can edit the customlevel.txt file in any text editor to create your own levels, and share them here. Enjoy!

Download beta version here.


#111
As far as I can tell, currently a Sierra-style portrait is displayed at fixed coordinates hard-coded into the engine. Would it be possible to make those settable by the user? My portraits are rather big so the default coordinate make them clip off the bottom of the screen, I would like to move them up.
#112
Is there a way to set the Y coordinate at which sierra-style portraits appear? I have 190-pixel-tall portraits on a 200-pixel screen and they appear at around y=15, I would like to move them up.
#113
I'm sure some people here have played Talltale's Tales Of Monkey Island? I'm wondering if they are any good and if people like them. I've just looked over the first game and its first impression isn't good; I don't like the interface of click-hold-and-drag-the-mouse to walk, nor that I tend to miss part of the dialog when clicking for the next line, nor that whenever dialogue is called for, Guybrush just says a standard line regardless of which line you click on. So does it get better after the first impression? Is this worth getting into if I'm fan of MI1 and MI2, but not really the later games?
#114
Site & Forum Reports / BOLD!
Wed 23/01/2013 12:54:12
Hi guys, I think you forgot to close the tag on the message about the AGS awards? The whole forum is appearing in boldface now. Browser = chrome.
#115



Errand

Sara wants to go out and play in the sunshine, but she has a few errands to complete before she does that. Nothing special, just sweeping her room, feeding the dog, that sort of thing. What could possibly go wrong? Made for this month's MAGS contest, the game features two different endings, epic soundtrack by Brassfire, and shiny artwork by Bit Priest, Gameboy, and Corby.

Looking for two voice actors. Tom has 36 lines, Sara has 59. Since both characters are around nine years old, I think the voice actors should be female. If interested, please record an MP3 or OGG with two lines from the game and post it in the thread here, or ask me if you have any questions.
#116
I've tried adding a game to the database, and received an error page, something with "error writing file".

Turns out the game is added anyway, but the credits section is not. This means I'm unable to modify the entry, as it's not assigned to me. Can someone fix this please?
http://www.adventuregamestudio.co.uk/Games.aspx/Detail/1623
#117



Errand

Sara wants to go out and play in the sunshine, but she has a few errands to complete before she does that. Nothing special, just sweeping her room, feeding the dog, that sort of thing. What could possibly go wrong?
Made for last november's MAGS contest, the game features two different endings, epic soundtrack by Brassfire, and shiny artwork by Bit Priest, Gameboy, and Corby. Special kudos to Bit Priest, who stuck to drawing while his city was struck by the infamous Hurricane Sandy, and managed to complete quite a lot of art in spite of the force of nature!

The game also has a Voice Pack now. I encourage all people to check both endings because you're missing out if you only see one. The contrast between the endings is the point of the game, after all.
#118
If I import an AGS 2.x game into AGS 3.x, and this compiles without errors, is there anything in particular that I should double-check that it still works? I know the engine is supposed to be backwards-compatible; are there any known issues of kinds of code where the compatibility might be problematic?
#119
I am interested in joining this month's MAGS contest; the theme is having a protagonist that lies a lot. The deadline is three weeks from now, which should be plenty of time for creating a short game. I would like to write a game about a little girl who has to clean her room, but fantasizes of fighting dragons and helping fairies - it's a dual nature of reality, similar to in Calvin and Hobbes cartoons.

The scope is three rooms with a few sprites for objects that can be picked up; these basically represent a modern mundane house. Animation not required. Please PM me if you're interested in joining. Here's some of my earlier work. Hope to hear from you!

Cheers,
Radiant
#120
Can someone please enlighten me how the latest AGS build does in cross-platform support? Can the games it makes run on Linux, on a Mac, or on a smartphone platform, without requiring extensive tweaks and complicated setups by the end user?
SMF spam blocked by CleanTalk