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Messages - alkis21

#141
That was a nice touch.

For those who don't know what I'm talking about, try running AGS today.
#142
General Discussion / The Longest Journey
Thu 14/12/2006 12:22:32
Hello to all, I just dropped by to say that on Saturday I will begin the hardest adventure of my life, carrying only a bouquet in my inventory.



If anyone has a walkthrough, I'd love to have it.
#143
Can't believe I missed that one. And I could have sworn I knew the manual by heart by now!!!

In my defense, I believe this should have been included in the "Say" function or at least the Dialogs section. So it's only 99.9% my fault.
#144
I was wondering, is it necessary to assign speech files to dialog entries, or can they be used independently as well?
The reason I'm asking is because there are several occasions in which a character has to say a single line. Do I have to create a new Dialog Topic for each line in order to assign speech files to them?
#145
No there aren't.. but I got it. It simply doesn't work with the "Mouse or Key (no auto remove)" option on. I was hoping the animation would stop simultaneously with the speech, even if you had to press a key to carry on with the next dialogue line, but it doesn't seem to work that way. It works fine with the "Press mouse or key" option, so that will have to do.
#146
Is there any way of synchronizing a speech animation with a voice? I won't make a lips synched game, but can the speech animation at least start & end simultaneously with the character's voice? As it is now, my character starts moving his lips before the voice is heard and he stops moving them after it's over. I tried to search the forum but couldn't find any relevant problem.

Thanks in advance.
#147
I agree with you, Jason's posture has already been improved compared to what you see in the screenshots. As soon as we think it's perfect, we will post some new ones. I don't know if his *idle* view will depend on his train of thought, but he will be changing expressions often (ie during a conversation).
#148
If anyone is interested in reading more details on Atropos Studios and Diamonds in the Rough, there is a detailed interview of mine in the September issue of The Adventure Lantern online magazine.
#149
Just wanted to let you know that the latest issue of Adventure Lantern's PDF magazine is available.

www.adventurelantern.com -Just click on the picture of the mag to download.

Interviews
Scott Frost on Awaken
Alkis Polyrakis on Diamonds in the Rough
Dimitris Manos on The Exchange Student

Articles
Playing Old Adventure Games: Part 1 - Zork Nemesis (Continuing Feature by SirDave)

Reviews
Safecracker
Post Mortem
The Egyptian Prophecy
Shivers
Full Throttle
Ben Jordan: Case 4 & 5
The Winter Rose
Star Wars: Knights of the Old Republic
Silent Hill 2

Hint: AGS is mentioned. ;)
#150
I have very little time for playing games these days, but Pleurghburg 2: Asylum is certainly something I'm looking forward to.
#151
I tried everything, I simply can't get it right...
#152
Strazer, that's the first thing I tried... the change is even more noticeable than the method I use in my first post.
Nihilyst's suggestion looks like it might work... I'll experiment.
#153
Thanks for the suggestion, but none of the files is an MP3; they're both OGGs. I'm using the MP3-less version of AGS to avoid the violation of copyright issues.
#154
Hello again.

My composer sent me a theme that I intend to use in the main menu of my game. However, he believes that for the best result to be achieved, the theme must be divided in two parts: the first part needs to be played in the beginning, and the second one needs to begin immediately after the first one ends. The second part must be the one that loops repeatedly, giving a much more elegant and flawless sound.

The problem with that idea is that I can't seem to get it to work correctly. What I did was:

-make the first part a sound effect (sound1.ogg)
-make the second part a musical score (music3.ogg)
-added the following code:

Player enters room (after fadein): PlaySound(1); 
Repeatedly execute: if (IsSoundPlaying()==0) PlayMusic(3);

Although the code works, there is a quite noticeable fraction of a second between the two sounds, which kind of ruins it.

Can you think of a more precide way of making the two sounds play consecutively with no delay?
#155
Atropos Studios is happy to announce the beginning of what we are sure will be a very fruitful collaboration.
Nikolas Sideris will compose the music of Diamonds in the Rough.
Nikolas has a diploma in Piano with honours, a degree in Harmony, a degree in Counterpoint and a Master of Music from Royal Holloway College, University of London, with distinction. He has performed in concerts all over Greece, and his work has been featured in a number of plays and documentaries.
Visit http://www.nikolas-sideris.com to hear a few samples of his work. I suggest you go to Samples-> Commercial and listen to "A Tale of two Kingdoms", my personal favorite.
If you share my belief that music can be a crucial factor as far as the atmosphere of an adventure game is concerned, I'm positive that you will find this announcement very promising regarding the quality of the final product.
#156
I wish more games would experiment with the idea Leisure Suit Larry 7 used: An icon driven interface *and* a text parser.
#157
That's what I thought, cheers. I do want to use it in room scripts.
#158
Thanks Ashen, your suggestion worked as usual.
By the way, I added

Code: ags
import function GetScale();


in the Script Header, that was what I was supposed to do, wasn't it?
#159
Quote from: SSH on Thu 03/08/2006 14:25:47
Make a new character view with the lightbulb? You could have the character look pensive then lightbulb appears then character looks happy...

I tried that too, but the result was not satisfactory because the object looked zoomed out as well.
I'll try Gilbot's suggestion, it sounds like it will take me some time to get it right but it sounds doable.
#160
On some occasions, I want to have an animated object (a lightbulb) displayed briefly a few pixels over a character.
I thought it would simply be a case of displaying the object at player.x, player.y-... But this idea does not work in rooms with scalable walking areas, for obvious reasons: when the character is at 80% zoom, the object appears a few pixels above him, but if he's at 60% zoom it appears way above him.
Any ideas on how to solve this?
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