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Messages - Zrezal

#1
I am not a programmer, but rather a graphic designer and writer. So much code and explanation makes me dizzy; in any case it doesn't matter because I already solved it with the default AGS properties.
Why has the thread been moved to another subforum?
#2
I meant doing it like the original, which is a visual novel.
#3
Hello.
Many of you may not be familiar with the manga, let alone its game for the Sega Saturn console. But I have decided to make a conversion of this game for PC using the AGS engine.
Logically some things could not be done, such as the characteristic text inside the box (which I could replicate, but it is impossible for me to manage conversations and mouse clicks due to engine limitations).
Anyway, as I consider myself an unconditional fan of the manga, I've started to work on it. If I manage to finish it, I may do the same with Silent Möbius.

Translated with DeepL.com (free version)

#4
I don't understand why that happens. I've made the opening video, which is more than two minutes long and with the same characteristics, and it works perfectly. Is it because of the subtitles?
Well, the thing is that I've been able to solve it in this sloppy way that is hardly noticeable.
#5
Quote from: Crimson Wizard on Wed 04/06/2025 20:06:46I tried the project that you linked above, and I see a different problem where video plays in a good rate (or so it seems), but sound is delayed by 1-1.5 seconds. This may be a general desync issue. Of course I cannot tell if this is the original video, or it's already an edited one, so maybe the situation with it is different from the earlier one that you tried.

(On a side note, I have a question whether the choice of 1920x1080 resolution is optimal for the game, as both the video and backgrounds that I see in this project were probably converted from lower res.)

Quoteso videos under 7 seconds play without problems

What about videos longer than 7 seconds?

QuoteI think this AGS problem should be worked on and it has been going on for too long.

Unfortunately a number of problems in AGS have been going for too long, as it's been developed by a tiny number of people working in their spare time. Videos are not used often in games made by AGS, so the video playback support has always been low priority.

Apparently, I will have to look into video playback closely this year.

If they exceed 7 seconds, they start to get out of sync.
#6
I have already solved it. I reduced the resolution from 1080p to 640X480, so videos under 7 seconds play without problems.
The bad thing is that I have to keep editing.
I think this AGS problem should be worked on and it has been going on for too long.
#8
It can be seen that the video at the beginning is unbalanced video and audio. In the introduction animation it is unbalanced later on.
The only solution I see is to do as with the menu, create a gif.

#9
I can't give you a video because I am constantly changing parameters and recompiling it.
Tomorrow I will post more results by lowering the bitrate and fps a bit from 24 to 20.
#10
I am modifying the bitrate to 2M and it seems to almost match the video to the audio.
I don't understand why AGS is having trouble playing a simple video.
Even if I reduce the video to 320x240, it still happens the same.
#11
The AGS version is 3.6.2.
The video has been encoded with Shotcut with these characteristics: bitrate 12M, resolution 1920X1080.
#12
Hi.
I'm trying to put a video in my game, but when it comes to playback the video is slower than the audio.
I have tried with .Ogg and .Ogv formats, with identical results.
I have tried with 7 second and 1 minute videos and the same thing happens.
PlayVideo("Intro.ogv", eVideoSkipNotAllowed, 0);
How can I solve this?
#13
Thank you. The error no longer appears, but it does nothing. It does not run through the file or make any changes.

Code: ags
function writeFile()
{
  String palabra;
  File *f = File.Open("$APPDATADIR$/EObjetos/Cocina.txt", eFileAppend);
  int i = 0;
  while ((!f.EOF))
  {
    valores[i] = f.ReadInt();
    i++;
    palabra = String.Format("%s", f.ReadRawLineBack());
    if (palabra == objInteract)
    {
      f.WriteRawLine("");
      f.Close();
      break;
    }
  }
}
#14
Hello again.
Doing it with Struct is impossible for me because it fails everywhere. So I have decided to do it with files.
In them I save as information the objects that are in each room and then I list them in the listbox and it works perfectly when I load the objects so that it shows them in the label where I display the information.
The problem comes at the time of having to modify that file when I want to delete an object, it gives me an error of null referenced pointer.
I do not know what it can be.

Code: ags
  String palabra;
  File *f = File.Open("$DATA$/EObjetos/Cocina.dat", eFileRead);
  int i = 0;
  while (!f.EOF)
  {
    valores[i] = f.ReadInt();
    i++;
    palabra = String.Format("%s", f.ReadRawLineBack());
    if (palabra == objInteract)
    {
      f = File.Open("$DATA$/EObjetos/Cocina.dat", eFileAppend);
      f.WriteRawLine("  ");
    }
  }
  f.Close();
#15
Thank you. I will try it and let you know.


I'm doing this for entertainment and to learn something more. If I succeed, great.
#16
No, it is a problem of not having explained myself well: I have created a gui in which I have put a Listbox. In it, I put the objects that are in the scenario, but I do not know how I can do so that if the player takes an object of that particular scenario and when he returns, that the object in question does not appear again; or that if the player leaves that object in any other scenario, that this one appears listed.

#17
Hello, good morning.
I am developing an engine to make text adventures. The inventory and the objects that are in each scenario I'm doing with lists and I have the following problem: how could I do so that in each room are the objects that I have not collected, and how could I do the same when I take an object from a room and leave it in another one?
My programming knowledge is limited and I don't know how I can solve this situation.

Translated with DeepL.com (free version)
#18
Quote from: Crimson Wizard on Sat 03/12/2022 21:42:47Please tell which version of AGS are you using, and what error message do you get? Also, do you get error in the editor or when running the game?

If this is a error you're getting when compiling the script, that's likely a limitation of compiler, and may be avoided by splitting the text into 2 or more parts, and appending them together using String.Append or String.Format.
EDIT: Ah, it looks like this limit was also removed in 3.6.0 already. But it may still exist in previous versions.
It is now fixed, I downloaded version 3.6 and it works perfectly.
#19
I am using version 3.5.1 and I get the error when compiling.
The error message is this: Failed to save room room1.crm; details below
room1.asc(11): Line too long (max line length = 500)
#20
I'm a little confused about the limit on the number of characters that can be put in a label or text box. I believe the limit was removed, however, it still gives me an error if it exceeds 500 characters.
Will this restriction be removed soon? It is important for my game, where I need to put long text strings.
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