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Messages - bx83

#661
...But both are set to -7 (DLY on frames, and Animation argument), it goes reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeally slooooow. Shouldn't the frames trump Animation argument? Other way around?...
#662
Hi,

I have a GUI with the icon bar in it; the bExit button runs a script, which, from the other buttons, I assume is bExit_Click:

Code: ags

...
function btnIconSave_Click(GUIControl *control, MouseButton button) 
{
  show_save_game_dialog();
}

function btnIconLoad_Click(GUIControl *control, MouseButton button) 
{
  show_restore_game_dialog();
}

function bExit_Click(GUIControl *control, MouseButton button)
{
  QuitGame(1);
}
...


This is all in globalscript.

This is the *only* button that doesn't work - clicking it just make the iconbar invisible.
All other *exactly the same buttons* work.

I've tried using breakpoints next to the 'QuitGame(1)', and it never reaches it.

What do I do?

#663
I've added a few loops for my main character, taking up loops 8 and 9, and notice when it plays, it's much slower than walking animations (DLY=0?).

When I speed it up (by changing DLY delay below each and every tedious frame), it stutters in parts and animates slowly, then quickly. It always stutters in the same part: but *every* frames is set to -7 delay (I have 30-40 frame animations, -7 works well for AnimationSpeed).

-Why is loops upward from 7 not controlled by AnimationSpeed? (currently -7)
-Why does loops like this stutter?
-Do I need to adjust DLY on every frame, or is there another way/function?

Any help would be greatly appreciated :)

edit: it had not every frame to -7, one was 0, one was 7.
#664
False alarm, it was to do with the number of frames in the speech view (I added 9, but whatever, it's 10 frames... but 9 frame descriptors XAB..GH. So who knows). Should have checked all, sorry :(
#665
I have a strange problem.

I'm using a different movement view, and speech view, for my character. Before this, no bug; now, the compiler will randomly choose a point and then crash with a runtime error:



But then, if I toggle breakpoints in the file in one of the sections leading to the error (line 649), I can do the same thing, but no crash:




This would appear to be a timing issue, as I've checked everything else; all frames and movement and speech are the same as the original character, nothing is missing. No idea how the module works though; it appears to crashing on speechstyle=lucasarts...?

Ps. my game is lucasarts/rhubarb.

Please help.
#666
How do I change the speech view?
I can only change the movement view; none of the speech or extra animations.
#667
But what about an inventory item that's already at 0? It get's bumped to 1?
#668
Hi

I'm trying to see if there a way to:
-instantly scroll to the bottom of inventory icons, each time the window is displayed; OR
-reverse the order of inventory icons, so that new ones appear at the top of the list

This would have to happen automatically; it would show the recently added objects, each time you open the inventory.
#669
QuoteCommon strategy is to create separate View with another set of loops 0-7, and switch to that with Character.ChangeView function.

I'll do exactly that.
My game has the main character in several forms: normal; old; pulling a wagon; etc.
#670
Hi
Does anyone know if this is possible?
I have a character whose movement loops are 0-7: up, down, left, right, up-left, up-right etc.
But I want to change his view, in some rooms, to the 'old' version of him, and have him move like this: using keys or mouse, he walks around as before, but the movement loops are different (loop 8-15?)

Is it possible to have a character move in a second set of loops, without dynamic change of every single frame in the current sets?
#671
May I suggest changing
#define TLS_PHONEMES_LINE_MAX 50
To
#define TLS_PHONEMES_LINE_MAX 5000

This had me running out of space in a 13 second audio file.
#672
I just... don't really understand it :/
Is there a crossfade option in SetGameOption that works for sound effects? Or a 'stop' command that will stop only sound effects?
I thought I understood it again, but I don't... again. -_-
#673
Hi all

I've figured out how to make songs cross-fade into eachother with a game setting - SetGameOption(OPT_CROSSFADEMUSIC, 2)
However, when I play a sound effect (in Sounds, as opposed to Music, in the Audio subbar), how do I get *it* to stop/crossfade with another sound effect? How can I play Music (eg. SpookyRooomSong_1) and a Sound (eg. SpookyWind), and also control if sound effects stop or start when I go to a new room?
#674
Excellent, thankyou for all you've done :D
#675
Okay I've converted all files to TSV etc
One last question: where do I put the TSV files?
My game files are in K:\
The speech (as .OGG files) is in K:\gamename\Speech\
The WAV files for speech is in K:\gamename\Speech\WAV (I use .OGG files)

Do I put the TSV's in the Speech dir?...

I notice '$INSTALLDIR$/sync' - is this "C:\Program Files (x86)\Adventure Game Studio 3.4.0\sync" or "my installed game\sync" dir, or "my currently un-installed un-compiled game directory\sync", or...?
#676
Okay, think I'll use Rhubarb - though it's not yet implemented :P (found a todo next to parseRhubarb, maybe I'm wrong?)
By the look of Rhubarb page, I need to download and compile for Windows and Linux, and then it will be called by your script?

#677
Scorpiorus, are you still working on this plugin? I would be happy to see it working in my game :P
#678
Holy balls,  I never knew getting a module would be so easy :D  :P

Do I enter my own phoneme-to-frame mapping in the Lip Sync editor (there only seems to be about 20 phonemes...?);
Or does your module find phonemes auomatically, and it's necessary to make the animation frames? How do I match one ot the other?

This is great work, thank you :)
#679
Will 'Automatic (text)' speech, in a Lucasarts style game, base frames it chooses on: a) the sound files  b) the text written on screen for character.Say  c) nothing at all, and just do frame sequence over and over? (ie. 1,2,3,4,1,2,3,4,1,2,3,4,...)
#680
So if I understand correctly: Lip-sync will not be based on a player's speech (audio file) for a Lucasarts game.
It will instead be based on a sequence of frames e.g. 1,2,3,4,5,...
Whereas Sierra speech will do lipsync correctly, and choose animation frames based on .pam file/speech sounds in lip sync editor/etc.
??

In which case: Is there anything a game developer can do, in code exposed through the AGS editor (ie. script files, not AGS's DLLs), to fix things for Lucasarts?
Why is it, specifically, that Lucasarts fails? Is there an untreated bug in the system; or do "Lucasarts pty ltd" games not have lyp sinc, so "Lucasarts style games in AGS" don't have lip sync?
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