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Messages - joelphilippage

#101
I've been trying to figure out the method of drawing Kings Quest VII backgrounds.
I used this image as a source


I've been wanting to do my art off the computer lately so I tried it with colored pencils.



I then put on some filters



If you can see any ways to make it closer, please help.
#102
Critics' Lounge / Re: Little Girl Walkcycle
Sun 15/02/2009 20:27:41
Quote from: Ghost on Sun 15/02/2009 20:24:42
The purple top clashes most violently with the red, though.
There must be a problem with my monitor or yours. It's clearly blue on mine and looks fine.
#103
Critics' Lounge / Little Girl Walkcycle
Sun 15/02/2009 20:06:10

Here is a walk cycle I did. It should be a 6th grade girl who is a bit proud. People say this one is a bit sleazy.

Here is a new one were she walks heel toe instead of toe heel. This works a lot better for me. It looks a lot less bouncy in ags Feel free to criticize.
#104
Advanced Technical Forum / Re: Looping Action
Sat 07/02/2009 15:19:48
OK. It's fixed. First I tried to move the selling step up each time but that wouldn't work because the queue is empty before the timer runs out. So I changed it to 0 before that. Here's the completed code.
Code: ags
int selling_step;

function room_RepExec()
{
  if(BarbaraPosition == "Selling"){
    if(BarbaraSelling == false){
      BarbaraSelling = true;
      SetTimer(3, 120);
      cBar.Walk(192, 130, eNoBlock);
    }
    else if(IsTimerExpired(3)){
      selling_step = 3;
      cBar.SayQueued("Hello citizen of Conroid! I have this wonderful cookie dough for sale.");
      cBar.SayQueued("It's going to a great cause! This is to support the...");
      cBar.SayQueued("Oh sorry boss. I forgot that I was getting this for the Steakhouse.");
      cBar.SayQueued("I'll just be going now.");
    }
    else if ((selling_step == 3) && (QueuedSpeech.IsQueueEmpty())) {
      SetTimer(1, 120);
      selling_step = 0;
      cBar.Walk(268, 134, eNoBlock);
    }
    else if(IsTimerExpired(1)){
      selling_step = 1;
      cBar.SayQueued("Hey citizen of Conroid! I'm selling some great chocolate chip cookie dough!");
      cBar.SayQueued("It's going to a cause you know. To save the Western Steak House.");
      cBar.SayQueued("...");
      cBar.SayQueued("No I won't except rat hides as currency! Your discusting Archabald!");
      cBar.SayQueued("Goodbye!");
    }
    else if ((selling_step == 1) && (QueuedSpeech.IsQueueEmpty())) {
      SetTimer(2, 240);
      cBar.Walk(126, 132, eNoBlock);
      selling_step = 0;
    }
    else if(IsTimerExpired(2)){
      selling_step = 2;
      cBar.SayQueued("Hello mister. I would like to sell you some cookie dough to support a good cause.");
      cBar.SayQueued("It's to save the Western Steak House.");
      cBar.SayQueued("...");
      cBar.SayQueued("Yes I understand your busy.");
      cBar.SayQueued("Thanks anyway. Bye.");
    }
    else if ((selling_step == 2) && (QueuedSpeech.IsQueueEmpty())) {
      selling_step = 0;
      BarbaraSelling = false;
    }
  }
}


Thanks for all the help.
#105
Advanced Technical Forum / Re: Looping Action
Tue 03/02/2009 22:02:49
I've got another problem. She walks in place at
Code: ags
else if ((selling_step == 3) && (QueuedSpeech.IsQueueEmpty())) {
      SetTimer(1, 120);
      cBar.Walk(268, 134, eNoBlock);
    }
I'll keep working on it. If you know the problem please help.
Also I am having a problem with the text. I thought it would just relate to the queued speech module so I posted it there.
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=23806.0
#106
This is part of another problem I'm having but I think it just involves this module. The speech is displaying weird. I am using the smooth parallax scroll module, 640 x 400, and 32 bit color. Here is a screen shot of what happens.

#107
Advanced Technical Forum / Re: Looping Action
Mon 02/02/2009 22:21:08
I'm not too sure what the problem is but she keeps turning around in place. I messed around with the script some. Taking off the elses makes her stand in place and do nothing.
#108
Advanced Technical Forum / Re: Looping Action
Sun 01/02/2009 22:24:58
Well it's looping now but she still won't walk.
#109
Advanced Technical Forum / Re: Looping Action
Sun 01/02/2009 01:19:58
I checked and I am not using any of those timers anywhere else. BarbaraPosition just checks were Barbara is in the game. In the restaurant, selling cookie dough, ect. Could the problem possibly be I'm using the queued speech module?
#110
Here's the problem. I want to have a character, Barbara, walk from door to door and offer to sell cookie dough. This is the code I have so far. The problem is that she will not walk to the next door after the first walk and the actions won't loop after they are done. I hope this is complicated enough for this forum.
Code: ags

function room_RepExec()
{
      if(BarbaraPosition == "Selling"){
  if(BarbaraSelling == false){
    BarbaraSelling = true;
    SetTimer(3, 120);
cBar.Walk(192, 130, eNoBlock);
  }
  if(IsTimerExpired(3)){
cBar.SayQueued("Hello citizen of Conroid! I have this wonderful cookie dough for sale.");
cBar.SayQueued("It's going to a great cause! This is to support the...");
cBar.SayQueued("Oh sorry boss. I forgot that I was getting this for the Steakhouse.");
cBar.SayQueued("I'll just be going now.");
SetTimer(1, 120);
cBar.Walk(268, 134, eNoBlock);
}
if(IsTimerExpired(1)){
cBar.SayQueued("Hey citizen of Conroid! I'm selling some great chocolate chip cookie dough!");
cBar.SayQueued("It's going to a cause you know. To save the Western Steak House.");
cBar.SayQueued("...");
cBar.SayQueued("No I won't except rat hides as currency! Your discusting Archabald!");
cBar.SayQueued("Goodbye!");
SetTimer(2, 240);
cBar.Walk(126, 131, eNoBlock);
}
if(IsTimerExpired(2)){
cBar.SayQueued("Hello mister. I would like to sell you some cookie dough to support a good cause.");
cBar.SayQueued("It's to save the Western Steak House.");
cBar.SayQueued("...");
cBar.SayQueued("Yes I understand your busy.");
cBar.SayQueued("Thanks anyway. Bye.");
BarbaraSelling = false;
}
  }
}
#111
On this subject, I think it would also be nice if ags could allow speech file names to stay the same even if they have been re-numbered and other files are taken out before and after them. That way voice actors can work ahead.
#112
I am running it in xp, there are no messages, and it starts out selected and then deselects when the movie starts.
#113
I'll try to describe this more clearly. I will start the game in windowed mode. The window for the game is not selected the video and the music will play at the same time because I set multi-tasking mode on. The music will not play during the video in windowed mode when it is not in multi-tasking mode. When I run the game in fullscreen, it will not work in either mode and I can tell the window is deselected because I get a glimpse of it. I can click while the video is playing and the music will start playing but at the begging of the music. Tell me if something is unclear.
#114
It's encoded with divix and I'm using a divix codec.
#115
I tried that too. It's still not working.
#116
Sorry I don't.
#117
Trent R: The / in the file name is to show that it's in the movies folder.
Dualnames: I tried it and it still didn't work.
#118
That didn't work. I guess I'll just run it windowed unless someone knows a way to fix it.
#119
Your close. Now it works in windowed mode but not full screen.
#120
The movie works fine either way. It's just the sound that won't work while the games not selected.
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