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Messages - chucklas

#21
I didn't think to look into disabling VSync in the GPU.  That leads to a new issue, in the intel integraded HD graphics, there is no option to disable vsync.  It instead had 2 options, on or application settings.  I have not turned VSync on in AGS, but I also certain AGS does nothing to disable it either.  Looks like I have no solution here (except to get a new video card).
#22
40 is default, but can be set to 10-1000.

http://www.adventuregamestudio.co.uk/manual/SetGameSpeed.htm
#23
Beginners' Technical Questions / Speed Issue
Mon 16/07/2012 20:05:48
Ok, now that I am having the same issue on 2 computers I figure I should bring it up.  It seems as though every AGS game I play I cannot adjust the speed to more than say 60fps.  If I set it higher than that, it will run right around 60 fps.  On occasion it will speed up to whatever it is set at for a few seconds then revert back to the slower speed.

Here is some info on my 2 computers with the issue.
Computer 1:
  Desktop, Dell XPS intel i7 processor 8GB ram, AMD Radeon graphics card (can't remember off hand the model).  I am running Window 7 64 bit.

Computer 2:
    Laptop, Toshiba Satellite s855, intel i7 processor, 8GB ram, Intel integrated graphics, also Windows 7 64 bit.

The only things in common that really seem to make sense to be the problem would be either issues with the i7 chip or perhaps windows 7, or a combination of the 2.  Anyone else out there have any issues like this?  Anyone know of a possible solution?  I have searched through the forums to no avail.  Like I said, this occurs on ALL AGS games, including games that I am programming.  It really makes no difference.
#24
I totally get making my own Say function.  What I am unsure of is this, I would imagine that I would need to use the built-in Say function as part of my custom one.  All I would then want to do is to create a black box with the character's name written above the text box that is generated and have it go away when the player clicks or hits a key...etc.  My issue now becomes how can I determine the size and location of the text box generated with the built in say function?  According to the manual, the size is automatically calculated, but I cannot find a way to either find the values that are calculated or how I would calculate them myself in order to determine the size of the bar needed to the placed above the text box.
#25
I am working on a game where some characters have sierra style portraits and others do not.  I want those without portraits (minor characters) to speak using the DisplayTopBar look.  The issue I am having is that the voiced lines for displayTopBar are linked to EGO voice files and I I cannot change the x position of the box.  I would like to either find a way to modify that function or make a custom say function that would put the character's name in a box above the text they are saying.  I currently am using a single transparent pixel for the dialog portrait but would love to get the name above the text box.  Anyone have an idea how I should go about this?  Thanks!
#26
Hey, I am trying to get my sierra style portraits to always be on the left for cEgo and on the right for anyone else.  Is there any way that anyone knows of to do this without changing the setting for left/right before each spoken line of dialog?
#27
Yeah, DisplayTopBar is by far the easiest thing to get what I want.  I would assume that when making a speech script for this the lines will get assigned to NARR because it is a Display command.  Any chance there is a way to assign it to a specific character or is that too much to ask?  I guess I could keep track of the lines and record them as the character and label the file as NARR if needs be.
#28
So long as everyone knows who is working on what, you can work simultaneously.  Some advice I would give is to reference rooms with global variables, use names to reference views...etc.  This can help prevent issues with numbering for views and such.  I would also recommend you have someone who integrates other peoples work into the master build and constantly updates the source people are using.  It adds work to do it, and if you aren't organized it could slow production.
#29
Yeah, I thought of that too.  The issue here is that I would like to have their name present on the dialog box at the same time.  That would just give the text with no name.  Then I thought that I could make a "portrait" of just the name, but then it would be detached from the text. 

I would like it to look similar to what I see here ont the right side (king richard)


http://www.hardcoregaming101.net/conquests/conquests.htm
#30
I am trying to implement sierra style dialog with portraits with backgrounds.  If I have a minor character that does not have a portrait made, is it possible to make their speech appear in a box like the other characters and not in the lucasarts style?  This seems like it should be simple, but for the life of me I can't find any way to do it.  For those lesser characters, I want to write the characters name at the top of the box with their dialog in the box).  Any help would be greatly appreciated.  Thanks!
#31
I have looked to no avail on this and I think it would be easy to add.

I would love for my slider handles to be able to change graphics as they are being moved.  It would be identical to how the mouse over and on click images work for the buttons in GUIs.  I think it would add a nice effect to my sliders.
#32
Just for everyone's info, the guys over at Infamous Adventures released the source for their mini game Space Quest for Glory.  Check it out.

http://www.infamous-adventures.com/forum/index.php?topic=4637.0
#33
Hints & Tips / Re: King's Quest III Redux
Fri 11/03/2011 13:31:44
If you are in possession of any "forbidden" items, the cat will not kill the fly.  This is a bug that should be fixed in an updated version eventually.
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