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Messages - Shade

#101
may i introduce the new version. imo it's much better now. thanks for the advice to use only a few colors (never thought about that before). since i am not so good at drawing characters i am quite happy with the result (this character: Ã, :o :) :D ;D my old ones: Ã, ??? :( >:() but i am sure there is more to improve.

x1: x2:

QuoteIf you're going for nerdy guy (as he looks), I suggest some cool text onto his shirt, like "X-Files", "Linux", Apple logo or something like this...
well he shouldn't be a nerd...but during this process he became one Ã,  ;)
i think he will just wear a white t-shirt because my game (if i finish it Ã, :)) is roughly settled in the 1950's-1960's and there sadly was no linux or x-files Ã, :'(. but we'll see... probably he is the man behind linux...;)

EDIT: JUHU!Ã,  ;D
#102
first of all thanks for the replies!
right here are the new versions. the first one is the same as in myÃ,  first post but with different shading and the arms are slightly longer.
the second one has a bigger face and the upper body is smaller. i don't know why but i don't really like the second one...it looks to me more like him
anyway here are the new versions:

(1) x1: x2: Ã,  Ã, (2) x1: x2:

how is it now?
#103
i am really bad in drawing characters but i tried my best. please give me some advice on how i can improve my character.

x1: x2:Ã,  --->UPDATE:Ã,  Ã, x1: x2:
#104
Critics' Lounge / Re: does my bg look good?
Sat 15/04/2006 23:21:06
thanks again for the replies. here are the new versions. and i also made a quick logo. tell me how is it now?





#105
Critics' Lounge / Re: does my bg look good?
Thu 13/04/2006 15:47:26
thanks for the replies.

well the lamps are there because the light has to come from something. in the first bgs the light out of nowhere looked a little bit weird so i put some lamps in some points.
this room should be a little shop and now it has some lamps more to sell ;)

but is the light now okay (except some missing shadows)? are the proportions alright? and would you add or leave out something?

thanks for your feedback.
#106
Critics' Lounge / Re: does my bg look good?
Thu 13/04/2006 14:28:51
alright. i tried to follow the suggestions and here is the result (i hope it's better now):



#107
Critics' Lounge / does my bg look good?
Wed 12/04/2006 18:49:00
i am not quiet satisfied with this but in my opinion it looks quiet ok. please tell me if i am wrong and give me suggestions on how i can improve my bg. thx

in the morning:


at night:
#108
i don't know if this is still from interest but i added the option to have the text displayed in typewriter style. therefor i used spook1's script from this thread http://www.adventuregamestudio.co.uk/yabb/index.php?topic=14437.0
#109
at the moment there are some people (including me) which would like to have different expressions. but there is one problem. if i use sierra-speech-style i have to set up a new view for every expression i would like to use. if you have got 10 expressions total this is no problem but if you have 10 expressions for every of your 40 characters? well...then you have to set up 400 views!
the problem could be solved in a very easy way i think. we just need one simple function:

Character.SpeechViewLoop

or

Character.SpeechView(int view, int optional loop);

then one can put all the expressions for character 1 into view 1 for example.Ã,  and one just have to set up 40 views or less instead of 400!
of course one can use my module but with this it gets complicated with the dialogs if one doesn't use the ScrollingDialog module. thx

~}Shade{~
#110
all right here is a little update. voicespeech is now supported! use the link in my first post to get the new version.

~}Shade{~
#111
ever thought of having diferent expressions with the sierra-speech-style? till now the sierra-speech-style is not very comfortable i think so i made this tiny thing. with this you are more flexible i think. some links:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=23197.0
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=23300.0

it's not much but well...here it is:

http://www.freewebs.com/sh4d3/expression-speech-style.zip

everything you need to know is in the module but i put it here too:

how to set it up?

1) create a new gui and call it "Dispgui"
2) create a button wherever you want and call it "btnPortrait"
3) create a label wherever you want and call it "lblText"
4) put the different expressions into the characters' speech views

how to use it?

first of all this script is used in the way of the "displayspeech" or the "player.say" command.
"Who" is the one who talks, "expression" is the loop number of the character speech view, "message" is the message"
if you want to use this in dialogs it gets a little bit more complicated.
1) for every dialog option you have to set up a "run-script x" command.
2) then go to the "dialog_request" section in your global-script
3) do something like this:

if (param == 1){
conversation
}
if (param == 2){...

the params are your dialog options now. you just have to keep track on which param belongs to which dialog option.
as you should have noticed you don't have to use the dialog editor for the conversations.

Thanks to Ashen for putting this into new style scripting and for improving it!
#112
i think you got me wrong but thats my fault. i am upgrading both versions of the script. some people out there are still using ags 2.62 and probably want to use this either. so i am quiet familiar to the new style scripting.

QuoteTry putting "Wait(1);" after the GUIOff command.
QuoteSetVoiceMode (VoiceMode)

tried this but doesn't work. i also changed the command order but nothing helps the gui doesn't close. i but wait commands in every position but it has no effect.

QuoteHowever, if you really wanted to, you could probably work lip-sync in

i am to lazy to try it because i don't need it at the momentÃ,  :) but if Janik has the idea of how to do it then he can probably improve it (if he wants to of course).

here is what i have in new style scripting:

Code: ags
function Speech (Character *Who, int expression, const string message){
Ã,  btnPortrait.Animate(Who.SpeechView, expression, 3, eRepeat);
Ã,  lblText.TextColor = Who.SpeechColor;
Ã,  lblText.SetText(message);
Ã,  gDispgui.Visible = true;
Ã,  Who.Say(message);
Ã,  gDispgui.Visible = false;
Ã,  Wait(1);
}


i put the setvoicemode command into the game_start function.
#113
all right i put it this way:

Code: ags
function Speech(int who, int Face, const string text){
Ã,  SetButtonPic(5, 0, 1, Face);
Ã,  SetLabelColor(5, 1, character[who].SpeechColor);
Ã,  SetLabelText(5, 1, text);
Ã,  GUIOn(5);
Ã,  DisplaySpeechAt(0, 0, 0, who, text);Ã,  
Ã,  GUIOff(5);
}


everything works fine but the problem is that the gui doesn't close after the DisplaySpeechAt command. it's the same with Who.SayAt . i am to stupid to solve this problem.

QuoteI'm interested in how you handle this because I'd like to handle the differing expressions too.

first of all this script is used in the way of the "displayspeech" or the "player.say" command. if you want to use this in dialogs it gets a little bit more complicated.
1) for every dialog option you have to set up a "run-script x" command.
2) then go to the "dialog_request" section in your global-script
3) do something like this:

if (param == 1){
//conversation
}
if (param == 2){...

the params are your dialog options now. you just have to keep track on which param belongs to which dialog option. as you should have noticed you don't have to use the dialog editor for the conversations.
i am not good enough to work this out so that it's easier but i think one can work with this.
in my first version (ags 2.62) you just have the possibility to use different pics (expressions) without any animation.
in the second version (ags2.7) Ashen implemented animations for the expression.
in both cases you don't use "speech views" so you can't use lip-sync
#114
addind voicespeech

not long ago i made this (ags 2.62):

Code: ags
function Speech(int who, int Face, const string text){
Ã,  SetButtonPic(5, 0, 1, Face);
Ã,  SetLabelColor(5, 1, character[who].SpeechColor);
Ã,  SetLabelText(5, 1, text);
Ã,  GUIOn(5);
Ã,  WaitMouseKey(((StrLen(text) / game.text_speed) + 1) * GetGameSpeed());
Ã,  GUIOff(5);
}


and Ashen improved it (ags 2.7):

Code: ags
function Speech (Character *Who, int expression, string message){
Ã,  btnPortrait.Animate(Who.SpeechView, expression, 3, eRepeat);
Ã,  lblText.TextColor = Who.SpeechColor;
Ã,  lblText.SetText(message);
Ã,  gDispgui.Visible = true;
Ã,  WaitKey (((StrLen(message) / game.text_speed) + 1) * GetGameSpeed());
Ã,  gDispgui.Visible = false;
}


i thought of adding voice speech to this so that this "expression-speech-style" (how i like to call it) has the same features as the sierra-style-speech (of course it's even better ;)). but there is one big word in my head which i can't erase. this word looks like this: HOW.

one could do it with playmp3file("ego1.mp3"); or something like this but then one have to copy all voicespeech files into the compiled folder.
with playmusic or playsound it gets even more complicated.

antoher way could be to replace the lblText.SetText(message); line with e.g. cEgo.SayAt command. then one can put the text right beside the expression and handle the voicespeech with &1, &2, etc...but i don't like this because this limits the flexibility.

any ideas? thx
#115
i have another thing. i wanted to use the sierra-style speech in my game but found out that it is not really customizable. e.g. the x and y positions of portrait and text or different expressions, etc...
i made a similar speech style with a little trick and were much more flexible.

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=22666.0
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=23011.0

i think the possibility to have different face expressions should be added to the sierra-style speech.

~}Shade{~
#116
i use this to have a better atmosphere. with the sierra-style-speech i only can use one picture for each character. but what is if EGO is sad and the picture looks as if he is happy? that doesn't fit. so i wanted a speech style with different expressions.
with your version of this script one even can play animations. i think the atmosphere really gets better with that and it's easy.
if i have enough backgrounds finished for my game i will release a demo which shows some things i have done.
#117
i never got back because i thought no one else had this problem so i just improved it for myself but i think your way is better than mine. thx for improving it.  ;D
#118
i didn't use antialiasing. i think i just uploaded the wrong image. i edited my post.
#119
all right another try.



i hope it is getting closer to what it should look like.
#120
QuoteIt seems as if there were some kind of smog all over the pic.

it was a little bit foggy when i drew the backgroundÃ,  ;)
but okay i will try it in another way. but one thing i don't know is: how to make my "velvet mat" look like grass?

QuoteBevare of the dark side

I AM THE DARK SIDE!Ã,  ;D
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