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Messages - RetroJay

#261
Hi Khris and Slasher.

Sorry.
I don't have a problem with 3.2.1.
I like what has been done with our beloved engine.
Call it 'Venting my frustrations' if you like.

Right, Khris.
The piece of script you gave me plays the footstep sound once, then a pause, then again but much quieter, which I assume is a good thing as it shows that the volume works.

The test that you uploaded for me worked flawlessly.
Also I was impressed as to how you made the sound pan from left to right and back again, depending on which side of the screen the character was on, very clever.

Would you be able to upload an editable version so I can view what you have done to make it all work please.

Many thanks.
Jay.
#262
It doesn't work.

I have tried everything... and... It doesn't work.
I used the same effect with 2.72 on the first part of my game and had no problems.

So far I have had nothing but grief with 3.2.1.
I am NOT impressed with it, not one little bit. :(

Jay.
#263
This is cranky.

I instaled AGS 3.2.1 on a win7 comp, put my test game to it, and tested it.
Exactly the same thing happens. >:(

The footstep sounds stay at the same volume.
Surely if the player characters MinScaling is set to zero then the volume of footsteps should be inaudible.

This is driving me around the bend.

Jay.
#264
Hi SDA.

Have you named the second dialog as dWares in the property window?
If not your game won't find it.

Only a thought.
Jay.
#265
Hi Khris.

I am totaly baffled by this.
As far as I know all the audio setup on this comp is fine but I will check it out.
I will try my test on my win7 comp, when I can and let you know what happens.

Thank you for your time, Khris.
Jay.

Hi Slasher.

Thanks for taking a look.
It's only a test. I have other sounds better than that one for his footsteps.
Also the backgrounds were just slung together for test purposes.

Many thanks.
Jay.
#266
Hi Khris.

I have up-loaded the bare bones of my test.
Also I have brought the MinScaling down to zero in room two, Walkable area 2, just to emphasize the problem.

I hope you can find what is amiss here.

Many thanks.
Jay.
#267
Hi Khris.

I have tried your test room and it works just fine.
I have no idea as to why it won't work for my game.

Only one other thing I can think of is, and I don't see why this should matter.
I am creating my game with AGS 3.2.1 on a Windows XP machine at the moment, until I get my Win7 machine back from repair.

I do seem to be having sound issues with 3.2.1.
You helped me only a while back with 'Ambient sound' problems not playing after loading a game, which you cured for me.

I know that this will upset people... but I still like 2.72 better. I am truly Retro. ;)

Thank you for all your help, Khris. I really appreciate it.
I shall just have to keep playing and see if I can solve this.

Jay.

P.s. Maybe I could Up-load what I have to you and see if you can find anything wrong, if you don't mind?
#268
Uh Hu. I see it all now... some of it.

I think that has worked. It is 'Footstep rar'.
I could only do it like that it wouldn't accept just the file on it's own.

Many thanks Khris.
Jay.
#269
I added your script to my room and it says that it is enabled.

I would love to upload my audio clip to your good self... How do I do that? :-[

Jay.
#270
Hi Khris.

I am using AGS 3.2.1... Finally.
I'm glad it works for you cos It sure as hell don't work for me. ???
I tried what you did by setting the MinScaling to 10 but there is no change.
The character gets smaller as he walks away but the sound will not scale with him.

Could it be the format of my footstep audio clip? It is a wav file.

Any help to resolve this would be much appreciated.
Thanks.
Jay.
#271
Hi Armageddon.

The character footstep sounds got quieter as he walked away in 2.72 so why not now?

From the manual:
QuoteScaleVolume property
bool Character.ScaleVolume

Gets/sets whether the character's volume is adjusted in line with his current scaling level. This allows you to modify the "Adjust volume with scaling" option from the editor.
By default, this is false. If you set it to true, then any frame-linked sounds for the character (for example, footstep sounds) will have their volume automatically adjusted in line with the character's scaling level. At the normal 100% zoom level the sounds will be played at normal volume, but will then get quieter and louder as appropriate in scaled walkable areas.

Example:

cEgo.ScaleVolume = true;

will mean that EGO's footstep sounds are adjusted in line with his scaling

I have tried everything I can think of and can't make it work.

Thanks.
Jay.
#272
Hi all.

I need a little help.

I seem to be having broblems with 'Character scaling'.
All of my Character sprites have a footstep sound within their views, at the correct frames.
A few rooms have Walkable areas where the character walks away from the camera, in to the distance.
Although the character scaling works, he gets smaller, the footstep sounds stay at the same volume.

I have searched and read the manual, as usual, but am at a loss.
I have gone over and over this and everything is set to use 'continuous scaling'.

Please. have I missed something here?

Many thanks.
Jay.
#273
Hi Khris.

I hope you are well?
Where the hell have you been, Yoda. ;)

Thanks for your help...again...again...and again...infinite.

I assume that this code reads like this:
If player is in room 3 to 10 then play Ambient Sound 'aForest'.

For other rooms, with different ambient sounds, I just add the same script underneath your script but just change it to:
Code: AGS

if (player.Room >= 11 && player.Room <= 22) {            // Swamp rooms: 11-22.    
  if (!Game.IsAudioPlaying(eAudioTypeAmbientSound)) aSwamp.Play();
}


Don't blame me. You wanted me to go to AGS 3. :-D

Many Thanks.
Jay.
#274
OK.

So no one else has had this problem then, apart from Me, Nicky and Volcan?
The only way that works for me is to put this into every room that has the 'Forest' ambient sound.
Code: AGS

function room_RepExec(){
  while (Game.IsAudioPlaying(eAudioTypeAmbientSound)==false){
  aForest.Play();
  }
}


For other rooms that have a different ambient sound I put the same code into them but just change the sound to play.
This seems to work...But.

Is this the correct way to solve this problem?

Many Thanks.
Jay.
#275
Hi Vertigoaddict.

I am glad that you are enjoying my game.
If you get stuck, at any point, there is a complete walkthough on the 'Hints And Tips' thread.

Yours.
Jay.
#276
Hi Squinky,

I was disappointed to hear that you did not persevere with my game.
I presume you are refering to the blade of grass which appears after you exit the screen and then re-enter.
It is larger in size than the other grass and is clearly labelled. So I would not call it pixel hunting.
I would like you to continue and give the game a chance. Please post a comment if you enjoy.

Hi Selmiak,

I presume you must have got further with the game than Squinky before getting stuck.
There is a walkthrough for the game in Hints and Tips. Check it out and continue to play.
if you enjoy please post a comment
#277
Hi Volcan.

Thank you for your suggestion, but there has to be an easier way to solve this.

This really is an annoying problem.
For the life of me, I can't figure out why this happens.

Where on Earth is Khris or Monkey.
They could solve this in seconds, without mental damage. :-D

Many Thanks.
Jay.
#278
Hi All.

NickyNyce had the same problem, with Ambient sound as I do, when he made 'The Visitor 2'.
I have been in contact with him to ask him about this and he, also, couldn't fix it.

With 'The Visitor 2' If you turned off the stereo, the Ambient sound of the ship would play (beebs and blonks).
If you then saved your game and loaded your game, at a later point, you would return to where you were but after a few seconds the Ambient sound stops.

I ask again... why?

The only thing that NickyNyce could suggest was this code:
Code: AGS
function room_RepExec(){
  while (Game.IsAudioPlaying(eAudioTypeAmbientSound)==false){
    aForest.Play();
  }
}


Is this correct. It feels... Clunky, for want of a better word.

Please help.

Yours.
Jay.
#279
Hints & Tips / Re: Lost Prince of Lorden
Thu 15/11/2012 01:47:37
Hi Alla.

I am sorry. I only just read your message tonight.
I thought that you had already played my game as you left a comment.
Only now, though, I see that you did not mean what I thought you meant. ;)

With the OS you have you will, sometimes, have trouble playing AGS games, as do I, especially on Windows 7.

Thank you, sthomannch, for giving Alla a link to that page.

Alla. If you are still having problems, playing my game, then please PM me and I will try to help.

Yours.
Jay.
#280
Hi Good Peeps.

I have started the second part of my game, The Lost Prince Of Lorden - Part 2, using AGS 3.2.1. (I did it, I finaly went with 3).

I need your help, though, already.
When I play my game the Sound FX, Music and Ambient sounds, all play as they should.
However... If I save a game and then load that saved game the Sound FX and Music all play as they did before, but the Ambient Sound stops playing after a few seconds.
Why is this?

Please help me, as I had no trouble with this before with 2.72.

I have searched for this problem, but have found nothing that relates to it.

Thanks.
Jay.
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