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Messages - abstauber

#1941
Hi there,
I hope there are some colorblind (hopefully this is not an offensive term) people around. In this project I'm working on, it's kind of import to distinguish colors.

So my question to you guys: can you distinguish all those colors? It's not important to name all of them, I just need to know if you can keep them apart.



Thanks for you help :)
#1942
Thanks for you support, guys. Good to know, you're still there :)

@Matti: About the teaser... well, technically spoken, almost everything has changed/improved. The graphics are all new and it also got much more exciting.
As far as the story is concerned, only minor things have been changed. One of the bigger changes is the connection of those two dimensions as they're now connected via music. This way, it's way easier to create logical puzzles - not to mentions, it's a lot more fun to play.

As soon as those graphics finalize, I'll post some more screenies and some explainations.
#1943
AGS Games in Production / Re: ShattenReyze
Wed 01/07/2009 10:24:41
Hey,
I thought it might be time to give you some updates.
This game's in the works since last August and a lot of stuff has happend.

For example, Kaputtnik, Ben304 and Kastchey joined the project and creating wonderful things for the game.
We've also made big steps in the story development and I've to say it's much more fun to write and work in a team.

There's also a new screenshot at the beginning of this thread and there are more to come. It just takes a little more time, until we get some more character graphics updated.


Btw. I've removed the teaser, since it doesn't have very much in common with the game anymore.
#1944
A little off topic, but you could try denming's video tutorials starting from part 34
http://www.youtube.com/watch?v=zZpRKs4rZQY
This could be what you need.

Maybe there's also someone on the beginners forum who has some experience in sierra style portrait dialogs.

Good look :)
#1945
Hi, thanks for using :)
But I'm afraid if you "just" want the speech to be displayed in a GUI, you don't need this module. It's just for selecting and showing dialog options, not for the speech itself.

As far as I know you could use the option: "custom text-window GUI" in the general settings tab.
#1946
I simply adapted SSH's license, since everyone's using his modules.
So it can't be that bad :)
#1947
As far as I remember, BubbleSort is the slowest of all sorting algorithms (and the easiest to understand/implement)

Maybe you'll find something more performant here.
http://en.wikipedia.org/wiki/Sorting_algorithm


Though I second the question of sort the text file directly  ;)
#1948
Truely great news! Thank you so much for doing this  :=
#1949
Hey, thanks for that function :)

You were totally right, my game's only running at about 37 seconds and can drop down to 20 (I even spotted 2 FPS once).

But when I'm using this function:
var += (1000/FPS)

I'm too fast for the audio playback, the gap just switched sides ;)

edit
I've finally fiddled it out. I now check for the gap and if it gets bigger than 300 ms, I simple reset the timer to the song position again. At least it does the job...

Thank you all for the help (and at least I've learned about FPS).
#1950
Sorry, I have to bother you again. My solution somewhat worked, but now the movement of the notes is terribly choppy  :-\

So maybe the speed calculation is still the right track?

Btw. it's only the movement, I'm missing. I already have milliseconds of everything and the gamespeed is set to 40, which means 25 msecs per loop.


update:
I've now found out, that the approach is fine, audiochannel.PositionMs is just updated on a base, I don't understand yet.

If I use my own timer, it works fine - if there weren't that sync issue.

My gamespeed is set to 40, which means:  25 ms per loop. So I have a counter in rep_exec, which increments  25 every loop. So this should be a kind of stop watch.

Here's what happens, when I start playing an audiofile and start my timer at the same time:


After a short time, they get out of sync (lower part). The more I stress my PC in the background, the bigger the gap gets (upper part). Is this supposed to happen?

Still thanks for any help :)
#1951
QuoteOh I see, thanks for this info. Then I'd better play a silent ogg and use it as a timer

Well, if you have this problem when the game starts up maybe you could just use a Wait(100) at the start of the game before playing any audio, to let your PC catch up with whatever it's doing?

I'm afraid, my cheesy celeron does its workout (or whatever) on an irregular base.
But my main issue is, that during the stuttering, my manual counter of msecs stops, whereas audioChannel.PositionMs advances.

Here's apost, where I've tried to describe my problem:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=37985.msg499409#msg499409
#1952
Or maybe I was on a completely wrong track. Everytime a note had to be played, I emitted a particle and simple guessed its speed. But of course, since I know the current track position in milliseconds, I can calculate each note's position again. This way I only need to  define, how many milliseconds, one pixel represents.

So it should be: "current song position" - "time, of the note position" / milliseconds per pixels.

As for the screenshot, think of: guitar hero or frets on fire ;)
#1953
In general I'd only like to display notes on the screen which start to scroll, as the music advances.
I can already display notes right on time, what I can't do is to move them in an appropriate speed.

Right now, I simply increment their x-value with a guessed value which I'd like to calculate in the future.

And of course you're right, s is "Strecke" in german, which means distance. And I kinda rushed my post (which doesn't mean it is solved, yet  ;) )

#1954
Hi there,

I've been meditating on this for days and I still can't find a solution, so I hope some of you guys can help me out.

I'd like to play a midifile and like to display it's notes on the screen. Therefore I converted it to a txtfile and read it into a quite big array.

Now my problem is: I don't know how to calculate the speed of the notes. E.g. if the tempo of the songs changes, I need to adjust the graphical output too.

There is a formula:
distance = velocity * time. But I can't figure out the velocity either. Maybe it's something, which comes out as pixels per loop  ???
edit: thx GuyAwesome

I'm definately lost here...
Anyone else who hasn't slep in physics?  ;D

#1955
Quote
Yeah, because the audio is sent into a buffer on your sound card, it will continue to play even when the CPU is locked up with other things. When that buffer runs out and is not filled with new data by the CPU, it just plays the contents of the buffer over again, which is why you get the stuttering effect.

Oh I see, thanks for this info. Then I'd better play a silent ogg and use it as a timer :)

And yay... curry ;D
#1956
Quote
AudioClip *aSongTrack;
AudioClip *aInstrument;

aSongTrack = aBangSong;
aInstrument = aBangInstr;

I'm not sure what you mean by this, the autocomplete and manual do include the AudioClip commands?

Oh, sorry... I should have waited a little more to post this..
I somehow was expecting an example like
AudioClip *aSongTrack = aBangSong.Create(); ... which is bogus of course ;)
Also after a restart of AGS, the autocomplete now shows me those pointers, it just wasn't shown after I declared them. 


About my computer's hiccup:
I usually play games in windowed mode, direct 5 and 3x filter - but I haven't tested fullscreen yet. But it also happens with other games, so I guess this is only my machine or some evil process in the background which pushs the CPU load to 100% for short while.

But there's also another strange behaviour on those hiccups: the gameloops seem to stop, but the audioposition moves on.

Here's my test setting.
In the room load, I add:
AudioChannel *channel = aSong.Play();

And in the repeatly_execute I also start a timer.
timer += 25;

(the gamespeed is set to 40, which should mean: about 1 loop per 25 msec.)

When I now start the testgame, this timer and the result of aSong.PositionMs are in the same region. Of course the timer only "jumps" into 25 msec steps.
But after the hiccup, there's a huge gap. So I assume, the engine paused, while the sound kept on going somehow. Is that possible?
(and sorry for this extensive post ;) )
#1957
I finally found some time to play with AGS 3.2 some more.

Here are some things I've been stumbling upon.

No. 1
This is more odd behaviour, than a bug ;)

My computer is a little slow and when I launch AGS games, it gets some kind of hiccup. The game window freezes for a split seconds while the audio hangs.
Sound comes out of the speaker, it repeats the last fraction of what should have been played... e.g. if a word like "Jones" is played, I get Jo.o.o.o.o.o.o.o.nes.
This happens randomly after starting the game and I think it even isn't AGS' fault.

But when I play two sound files simultaneously like this

Code: ags
      
cSong       = aSongTrack.Play(eAudioPriorityVeryHigh);
cInstrument = aInstrument.Play(eAudioPriorityVeryHigh);


They are totally out of sync after my hiccup.

No. 2
Is it possible to add the audioclip pointer to the manual and the auto-complete?

Except this isn't valid code (it compiles fine though)

Code: ags

AudioClip *aSongTrack;
AudioClip *aInstrument;

aSongTrack = aBangSong;
aInstrument = aBangInstr;



No. 3
An unhandled error occurs when you try to remove an audio file which on 'pause' in the audio-tab.

Code: ags

Error: Unable to delete the file 'D:\Eigene Dateien\RythmGame\AudioCache\au00000B.ogg'.
Der Prozess kann nicht auf die Datei "D:\Eigene Dateien\RythmGame\AudioCache\au00000B.ogg" zugreifen, 
da sie von einem anderen Prozess verwendet wird.
Version: AGS 3.2.0.86

AGS.Types.CannotDeleteFileException: Unable to delete the file 'D:\Eigene Dateien\RythmGame\AudioCache\au00000B.ogg'.
Der Prozess kann nicht auf die Datei "D:\Eigene Dateien\RythmGame\AudioCache\au00000B.ogg" zugreifen, 
da sie von einem anderen Prozess verwendet wird. ---> System.IO.IOException: 
Der Prozess kann nicht auf die Datei "D:\Eigene Dateien\RythmGame\AudioCache\au00000B.ogg" 
zugreifen, da sie von einem anderen Prozess verwendet wird.
   bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   bei System.IO.File.Delete(String path)
   bei AGS.Editor.AGSEditor.AttemptToDeleteFileFromDisk(String fileName)
   --- Ende der internen Ausnahmestapelüberwachung ---
   bei AGS.Editor.AGSEditor.AttemptToDeleteFileFromDisk(String fileName)
   bei AGS.Editor.AGSEditor.DeleteFileOnDiskAndSourceControl(String[] fileNames)
   bei AGS.Editor.Components.AudioComponent.DeleteResourcesForAudioClips(IList`1 clipsToDelete)
   bei AGS.Editor.Components.AudioComponent.DeleteResourcesForAudioClip(AudioClip clipToDelete)
   bei AGS.Editor.Components.AudioComponent.ItemCommandClick(String controlID)
   bei AGS.Editor.Components.BaseComponentWithFolders`2.CommandClick(String controlID)
   bei AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
   bei AGS.Editor.ProjectTree.ContextMenuEventHandler(Object sender, EventArgs e)
   bei System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   bei System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   bei System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   bei System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   bei System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   bei System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   bei System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   bei System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ToolStrip.WndProc(Message& m)
   bei System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)



If you then stop the audio-clip and try to remove it again, the following happens:

(I guess it means, that a object pointer does not point to an instance  ??? )
Code: ags

Error: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
Version: AGS 3.2.0.86

System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei AGS.Editor.Components.AudioComponent.ItemCommandClick(String controlID)
   bei AGS.Editor.Components.BaseComponentWithFolders`2.CommandClick(String controlID)
   bei AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
   bei AGS.Editor.ProjectTree.ContextMenuEventHandler(Object sender, EventArgs e)
   bei System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   bei System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   bei System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   bei System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   bei System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   bei System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   bei System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   bei System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   bei System.Windows.Forms.ToolStrip.WndProc(Message& m)
   bei System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


After I restart AGS, the music files are gone.
#1958
Unfortunately custom dialog rendering (as used in CDG) doesn't support semi-transparency too, so we just have to wait until CJ decides to put it in.

btw. I'm glad you like that module :)
#1959
Okay, downloaded and finished.

*Graphics: Nice and suitable background graphics, the sprite are okay too, but look like a batch job of "copy/scale/rotate/paste" in photoshop as they move (e.g. marvins legs)

*Font: Spacey, but not so easy on the eyes

*Scripting: Very nice GUI, the whole game plays smoothly.

*Music: Maybe I'm missing something, but I would have imagined something more dramatic for the cop-screen.

*Gameplay: Not much to do and I still don't like to die in games ;)

*Dialogs: Nice and original

Bottom line:
Hardly a game itself, but a good showcase for your upcoming title, which I can't wait to play :)
The Scripting is top notch.


edit
I've just taken a look at the readme file. You really don't need to add that license text of my module. Keeping it inside the scriptfile itself is just fine ;)
#1960
Works like a charm. Thanks a bunch :D
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