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Messages - joelphilippage

#181
Critics' Lounge / Re: More sierra stuff
Sun 02/09/2007 20:24:39
OK thanks for the tips on the sprites and backgrounds. I have redone them. By the way the characters aren't the real red riding hood and witch. Just two girls in costumes for Halloween.

#182
Critics' Lounge / More sierra stuff
Sat 01/09/2007 23:47:07
I am always having trouble with more realistic art and would like to improve on it. Here are a few things from the book On All Hallows Eve that I drew in sierra style. I think the background looks real enough but the characters sprites look like they could use some work.


#183
Pretty good! I was sad that you didn't include voice acting again though.
#184
I was trying to fix the problem I had with raven when the voices would cut off so I converted all the files to mp3 and now when I press the rebuild all files button they are not compiled.
[edit] Well I fixed that part but I'm having another problem. I think the reason it's cutting off is because all the mp3 files that I converted into mp3 cut off on the end in the game. The actual file will play normally. Is there any reason why converted mp3's will not play?
#185
well the bug with the speech has something to do with the new beta version of ags. I was being stupid and opened raven with it and forgot to make a backup. Thanks for telling me about some of the walk-behind problems I missed for the tower and the cursor being to big. Ill be sure to change these when I release the next chapter.
[edit]
Ok I have found a way to fix the speech cutting of and have fixed the other bugs mentioned as best as I could.
#186
Beginners' Technical Questions / Re: Speech
Wed 29/08/2007 03:42:36
I tried setting up the same thing and it played the voice fine. The only thing I could suggest is to try is rebuilding the vox files.
#187
Also the game shouldn't crash if you have downloaded the patch.
#188
Raven Release Thread
I finished the first chapter of Raven! I decided that since it was such a long game I would release it chapter by chapter and release the full game at the end.
Features
  • Full Voice Acting
  • Original Soundtrack
  • 11 Interesting Characters
  • Verb Pillar interface like in CMI

    Download it Here.

    If you want to check up on news for future chapters of raven, look on This Page.


    Explore the countryside of Hellenas.

    Look at shops in the town.

    Have a battle of words against a parrot.
#189
Ive got a strange problem. Some of the dialog voice acting in my game cuts off at the end and then the character keeps talking until you click. The mode is on timer or skip but the timer won't stop it. Is this a problem with the beta version or is it because of something else.
#190
Hey Ive got another problem with this module. When I try to run the game it says "Local variable cannot have the same name as an import" On this line of script:
Code: ags
	int n=this.find_free();

By the way im using the beta version of ags 2.8.
#191
Ok I got it to work using this:
Code: ags
SetTimer(2, ((StrLeng.Length/game.text_speed) + 1)*GetGameSpeed());

I still don't know how I could fix the tearing effect on the character when the room scrolls but it's fine for now. If anyone knows please tell me.
#192
Ok I have written the script for the function and am getting the error "undifined symbol StrLen" on the line about setting the timer.
Code: ags
function speak(String message){
  cRus.Animate(cEgo.Loop, 4, eRepeat, eNoBlock, eForwards);
  cRus.SayBackground(message);
  SetTimer(2, ((StrLen(String message) / game.text_speed) + 1) * GetGameSpeed() loops);
}

function repeatedly_execute() {
  if (IsTimerExpired(2)){
  cRus.UnlockView();
}
}
#193
Nope doesn't change anything. Also how do I get the head to be talking and animating but still have the character be able to move. cRus.BackgroundSay wont work because it doesn't play the talking animation.
#194
Ok I tried your first suggestion and it works great. the only problem is the tearing it gets when the screen scrolls. Is there a way to fix this?
#195
Ok I have tried making an invisible character to connect them. I am using the same script except Ego is now the invisible player and I added this to the end:
Code: ags
cBod.FollowCharacter(cEgo, FOLLOW_EXACTLY, 0);

Bod is the body character.
The problem is that the body wont animate when walking.
[edit]
Never Mind.
I went back to my original plan and set the game speed to 100 then turned down the speed of everything else.
Now the only problem is that when the room scrolls the head sort of has a tearing effect.
#196
Hello. I am trying to get a character who's head and body are seprate so he can talk while walking.
The script I have is fairly simple and works well but it seems like the head moves slightly slower than the body.
here is the code I put in repeatedly execute:
Code: ags
cRus.x = cEgo.x;
cRus.y = cEgo.y - 32;
if (cEgo.Loop == 0){
  cRus.Loop = 0;
}
if (cEgo.Loop == 1){
  cRus.Loop = 1;
}
if (cEgo.Loop == 2){
  cRus.Loop = 2;
}
if (cEgo.Loop == 3){
  cRus.Loop = 3;
  }

Rus is the head character and ego is the body.
#197
Thanks for the explanation. It's working great now.
#198
Sorry I'm having another problem. I'm trying to get it so It will check the length of the string before it checks the sequence. It is having the same "must have instance of struct" problem as before except this time the problem is the length command.
Code: ags
 if (Game.GlobalStrings[1].Length == 4){
if (Game.GlobalStrings[1] == ".RYRO") {
    cEgo.Say("I just did a draft!");
    Game.GlobalStrings[1] = ".";
}
else {
  cEgo.Say("I guess that isin't a draft.");
  Game.GlobalStrings[1] = ".";
}
}

What do I keep doing wrong?
#199
It shows the error: "Error (line 80): Must have the instance of the struct to access a non-static member."
Line 80 is the line
Code: ags
Game.GlobalStrings[1] = Game.GlobalStrings[1].AppendChar('R');


Edit: Never mind. I finally got it to work now. I just had to use the last command you supplied.
#200
Whoops that was stupid. Anyway Ive got another problem. I am tring to ad to that string when you click a button.
I have this in game start.
Code: ags

Game.GlobalStrings[1] = ".");

how would I add a letter after that period when the player clicks a button?
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