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Messages - bx83

#441
Project:
'The Mystery of Cow Island'

Details:

A comedy adventure game, heavily influened by Sam & Max, Rick and Morty, and general fourth-wall breaking tomfooolery.

Positions Available:

UPDATED 2018-12-18
Hey all, looking for a new animator who can reproduce (but with their own style) the characters in my game (Julius, a sensitive english art-student, and Dr Braun, an old man and a scientist a-la Doc Brown out of BTTF).Click the link below for a good starter-guide: http://redrom.ltd/img/animation_J+DB.zip
(If you cant open it, you'll need WinRAR: https://www.rarlab.com/download.htm)
Yes - the jacket, pants, orange hair, and Braun's goggles and dirty jacket are intentional. Reproduce these.


Animations for both are:
-walking in 8 directions
-talking (in 8 directions) - 9 frames (including standing potion) out of the Rhubarb lipsync program:  https://github.com/DanielSWolf/rhubarb-lip-sync
Please note: for the 9 frames of talking positions, they are 8, +1 standing frames, face completely relaxed. So, they are 8 frames, +the standing frame.

Just Julius:
-leaning down to pick something up (in 8 directions)
-leaning across (waist height) to pick something up (in 8 directions)
-give X object out of jacket - passing it to someone at waist height (in 8 directions-taking an object from some one, same way (in 8 directions)
-making something - like the hand-rotate-around graphic in Desponia or World of Wacraft (in 8 directions)
-wearing all combinations of a pirate hat, clothes, and pipe (have a look at what's already been done)
-speaking with pipe in mouth (8 directions)

Just Braun:
-rising from a kneeling position (1 direction, left)
-kneeling back down again(1 direction, left)

-repairing a car ie. leaning down to side of car and using a wrench on something; perhaps leaning down into engine and noodling around (1 direction, left)-speaking, 9 frames as before, in all in these situations of rising/standing/repairing (in 8 directions).



Further animations sometime soon:
-Julius and Dr Braun have angry facial expressions - all 9 frames of lip-sync, in 8 directions
-Julius '8 bit' - like Julius, but 6 frames, 150px max heigh, and '8bit' graphics
-The watercraft animation - Julius places a watercraft (see below) on the sand, walk into it, comfys himself in the unfamiliar seating, and ends up falling into it; watercraft floats to the other side of the stream, beaches, Julius gets out, and then it sinks with a few bubbles


Some Basic Stats:
-Julius has a frame height of 350px (as opposed to character height, which is ~346px)
Braun is 380px full frame height-All animations are 15fps
-All animations must be the same height, with same body position and rotation
-All walking should begin from standing frame and move gradually to the legs-open-fully position (as opposed to standing position, and then frames 1 is with Julie with his legs wide apart)

What will you pay?
AU$3000. (Australian currency, worth about 1/2 of American Dollars) IF YOU WANT MORE, PLEASE NEGOTIATE. I have sums in mind, but if you can give me a good reason to pay more, let me hear it.

Got some tips for style you're looking for?
Yes - check out TramplePie's game Super Most Unexceptional Friends: The Cage of Sadness (http://www.adventuregamestudio.co.uk/forums/index.php?topic=53853.0), or play Sam and Max: Hit The Road. These two are what I'm looking for: custom animations, all drawn by an artist (as opposed to being made 'rag doll' style with a copy of Adobe Animate and some pictures for legs/arms), and all with a cheeky sense of humour.

Is there any further opportunity for animation?
Apart from 1 or 2 Julius animations, not really.

How soon do you need this by?
Latest is March 2019 - need more time? negotiate.

What are you looking for in an animator?
Someone who understands AGS.Someone who speaks English, is reliable, doesn't take advantage of my giving nature, and who delivers when they say they will - or even roughly when they say they will.

What are you NOT looking for?
Someone unreliable, who has a pretty awful grasp of English, and who doesn't repond to emails in the form of 'Hey, how's it going with X animation?' sent every month, when in fact he said he'd be done within 8 days, not 74 days. This was my previous animator.

How do I get my animation to you?
1) write to admin@redrom.ltd
or
2) just post it here

That's it - ask questions if you need more info :)

Ben
#443
I already have a custom conversatoin tree - see here.

But how do I scroll to the left or right is there are too many icons in the single-line list?



As we can see here, the last item is off the screen and so can't (or can barely) be clicked.

ps. I increased the size of the icons from 64 to 96; just replace all of the 64's with 96's in the code linked to ;)
#444
Thanks Khris :)
Selmiak, I have no idea what you're takling about ;)
#445
And here is the code in GlobalScript:

Code: ags


//----------------------------------------------------------------------------------------------------------------------
// DIALOG
//----------------------------------------------------------------------------------------------------------------------

//----------------------------------------------------------------------------------------------------------------------
// Dialog Options Get Dimensions
//----------------------------------------------------------------------------------------------------------------------

function dialog_options_get_dimensions(DialogOptionsRenderingInfo* info)
{

// Create a 1024x64 dialog options area at (0,704)

  info.X = 0;
  info.Y = 704;
  info.Width = 1366;
  info.Height = 64;
}

//----------------------------------------------------------------------------------------------------------------------
// Draw Dialog Options
//----------------------------------------------------------------------------------------------------------------------

function DrawDialogOptions(DrawingSurface* ds, DialogOptionsRenderingInfo* info)
{
  int i = 1, ypos = 0, xpos = 0;
  ds.Clear(15);
  while (i <= info.DialogToRender.OptionCount)
  {
    if (info.DialogToRender.GetOptionState(i) == eOptionOn)
    {
      String str = info.DialogToRender.GetOptionText(i);
      int cur_img = str.AsInt;
      ds.DrawImage(xpos, ypos, cur_img);
      xpos += 64;
    }
    i++;
  }	
}

//----------------------------------------------------------------------------------------------------------------------
// Dialog Options Render
//----------------------------------------------------------------------------------------------------------------------

function dialog_options_render(DialogOptionsRenderingInfo* info)
{
  DrawDialogOptions(info.Surface, info);
}

//----------------------------------------------------------------------------------------------------------------------
// Dialog Options Repeat Exec
//----------------------------------------------------------------------------------------------------------------------

function dialog_options_repexec(DialogOptionsRenderingInfo* info)
{
  int i = 1, xpos = 0;
  while (i <= info.DialogToRender.OptionCount)
  {
    if (info.DialogToRender.GetOptionState(i) == eOptionOn)
    {
      if (mouse.y >= info.Y && mouse.x >= xpos && mouse.x <= xpos+64)
      {
        info.ActiveOptionID = i;
        return;
      }
      xpos += 64;
    }
    i++;
  }
}

//----------------------------------------------------------------------------------------------------------------------
// Dialog Options Mouse Click
//----------------------------------------------------------------------------------------------------------------------

function dialog_options_mouse_click(DialogOptionsRenderingInfo* info, MouseButton button)
{
  if (info.ActiveOptionID > 0)
  {
    MyDynamicSpriteForTheFakeGUI = DynamicSprite.Create(info.Width, info.Height, true);
    DrawingSurface* ds = MyDynamicSpriteForTheFakeGUI.GetDrawingSurface();
    DrawDialogOptions(ds, info);
    ds.Release();

    gFakeDialogOptions.BackgroundGraphic = MyDynamicSpriteForTheFakeGUI.Graphic;
    gFakeDialogOptions.Visible = true;
    info.RunActiveOption();
  }
}

// END DIALOG FUNCTIONS


The dialog was originally for 1024x768 backgrounds, now 1366x768.
It's used with 64x64 conversation images.
#446
And this is the window in game (down the bottom).
I'd like for it be translucent (instead of solid white) so I can see what's behind it.

#448
And there it is. I just want to make a transparent GUI for use in a custom dialogue system - at the moment, it shows as white (BackgroundColour/BackgroundColourNumber etc. are all 0's).
#450
I'm sorry to ask this question, I'm probably missing something.

I go to Message -> Read Messages on the website menu.
I see only messages that I can Read (as in /reed/); and that have been Read (as in /red/).
Where are messages *I've* sent? Sent messages that other people have sent are in Read Messages; but email's that *I've* sent are nowhere to be seen! :/

Actions and Preferences, for both Read and Send, don't appear to work - again, I could be wrong.

Unless I am missing something big....???
Or unless this is the wrong forum to discuss it - perhaps someone can direct me to the right forum?
#451
Okay I've tried the editor - incredibly easy and fast, very useuful for viewing several layers at once, exceptional :)

However, I have a suggestion for 'export' function for hotspot/walkbehind/whatever/etc; it's 90% the way there.

I'm trying to convert hotspots/walkable area masks etc. to a new size screen.
My old background was 1024x768; my new background is 1366x768 (this is the 16:9 ratio screen of the old 1024 5:4 size).
The transparent map that the .bmp (or some other format) I'm saving in is not the screen size; instead, it's edges are defined by the limits of the walkbehind/whatever
So all exported resources come out a different size, and also, a different proportion... :/ (position is for my purposes, not important).
When I open them in paint.net, and alter canvas size to be the dimensions of the screen, the eg. hotspot ends up being a different position on-screen (and different proportions).

I don't understand how the proportion problem could have happened; I only increased canvas size, not changed image size.

See my photos for proof:
the widescreen version with too-small hotspot
the original size and hotspot

A simple solution would be to print all hotspots/walkable area/etc. on to one image, that's the size of the screen it came from; and somehow, the correct proportions.

Note: I have only used .bmp images.
#452
Cool, it's all happening :)

One thing - I didn't really use Clarvalon's thing because it was.... a bit useless. What it does:
-save hotspots etc. as sections of the background, not solid colours
-save them as separate images, not as part of the wider screen map, thus elliminating the main feature of this: to actually have hotspots/walkable areas etc. pixel perfect.

So basically, I've come up with this super-fun workaround:
1. If you're running Greenshot screenshot programme - don't
2. Open the room in the editor, select ie. Hotspots, change trans to nothing (so it's all solid colours)
3. Pres PrintSc; flip to paint.exe (the 'original' programme - in Windows 10); paste
4. Save as 16-colour bitmap
5. Close file, re-open in paint.net
6. Select the screen (pixel perfect section of the shot that;s the background only), crop it
7. Get rid of all the 'extra colours' and background; widen or shorten or whatever the canvas size
8. Save as 'defaults' - dithering 8, 8bit bmp
9. Import into AGS, and voila! You now have to start the tedious task of further get rid of all the extra crap, and changing colours which were invalid to their proper colour :P

So anyway, IF your export plugin doesn't do this (copys all walkable areas/walk behinds/hotspots, in the original colours, in a window the size of the background); then you might want to change it.
However, if it's too much work for the moment, I understand - I have my own process now for getting the walkables etc. anyway :)
#453
When will it **aproximately** be released? I'm only asking â€" in the next 3 months or the next year? Helps to define when I can start using new (larger/longer) backgrounds. In future I will try to get rooms hotspot and walkable areas NOT made in the editor... :p
#454
Hi Crimson - thankyou, very helpful :)  It 'might not be much', but to me it's fantastic.
Which release is it in? Not 3.1.4.15, obviously..?
#455
That's the one, thankyou :D
#456
My Inventory window icons dissappear when the character is talking, even if it's just .Say
Is this an AGS thing or a TotalLipSync thing?
#457
As usual, I added a Wait(1); after the SayBubble command, all works :P
#458
I have this piece of code for The Assayer, who is a non-player character, on a walkable area, and has 1 frame for walking down, 17 left, and 17 right.

in GlobalScript.asc:
Code: ags

  if (cJulius.ActiveInventory==iGoldIngot) {
    cJulius.SayBubble("&242 I would like to value some gold.");
    cAssayer.SayBubble("&2 Really.");
    cAssayer.SayBubble("&3 Hand it to me.");
    //assayer tries the scales
    cAssayer.SayBubble("&4 Let me get the books...");
    cAssayer.Walk(998,676,eBlock,eWalkableAreas);        <--DOES NOTHING
    SetTimer(TIMER_ASSAYER, GetGameSpeed()*6);            <--SET A TIMER FOR 6 SECONDS
    PayForMace=true;
  }


I also have a piece of code which complements this:

in GlobalScript.asc:
Code: ags

  if (cJulius.Room==30) {
    if (IsTimerExpired(TIMER_ASSAYER)) {    //WHEN TIME IS UP...
      cAssayer.Walk(ASSAYER_START_X, ASSAYER_START_Y, eBlock, eWalkableAreas);
      cAssayer.SayBubble("&40 It's 23.9 carats. Yes. *Crap* I'm afraid.");
    }
  }  


However:
If I make one or both pieces of code eNoBlock, or eBlock, it does nothing.
If I make him WalkAnywhere or only on WalkableAreas, it make no difference.
If I make him walk Block-ing, the timer icon does not appear, and I can do other things.

Why does he do nothing when he should be walking? Should I use something else to get him to move? Does it make a difference this is in the GlobalScript and not the room script?
Puzzled.
#459
Just wondering where the ags Dialog scripts (the actual text) is found. It seems odd to me that globalscript can be opened in a text editor, but the dialogue scripts are binary.
#460
Let me ask you guys this.

Can I have:

-The P (or any key except Space/ESC) key become 'paused game' (eg. activates a Display() ); and the Space and ESC keys STAY as Skip (for speech)

And/Or:

-The left mouse click does NOT stay as Skip (for speech) -- something else skip's speech, the 'S' key for example; or nothing at all.

Follow up:
Is there any way to not have speech skip when you press space, or any mouse button, or anything?

Ask me if you require more specificity :P
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