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Messages - nightmarer

#21
Yes, you nailed. It was an script controlling it. Thank you.
#22
Hello.
Every NPC in my game is displaying every "Say" text in white, in spite they have another color selected in Speech.Color.
[imgzoom]https://i.imgur.com/oYnxsoR.png[/imgzoom]
[imgzoom]https://i.imgur.com/UR4M12o.png[/imgzoom]
[imgzoom]https://i.imgur.com/H3ggYk5.png[/imgzoom]
Why is this happening?
#23
Thank you very much, Snarky!
#24
Hello,
I want to know if there is a way to disable the mugshot for some characters in a Sierra Speech Style game.
I just want to make some not relevant NPCs speak without the mugshot, or NPCs which are not visible in the screen.
I have the Saybackground function, but this function is writes the text always in white color, so it is difficult to know who is talking if there are more than one NPC speaking.
Regard.
#25
Thank you for all your work.
We will test our game in 3.6.0 as soon as we clean the game properly, in order to be sure that any crash is not related with the code itself. Regards.
#26
Thank you, I will review all the channels.
#27
Hello all, long time no see.

I'm receiving a random error while setting SetRoomLocation method to an AudioChannel as soon as I enter in one room.
Error running function 'room_AfterFadeIn': Error: Null pointer referenced
The weirdest thing is that it happens one time every four times I enter in the room.
This is the code, and I just using it as it is refered in the manual.

Code: ags
//ROOM SCRIPT
AudioChannel *carBurning;

function room_AfterFadeIn(){
    carBurning = aExplosionroom_burningcar.Play();
    carBurning.SetRoomLocation(oCarFire.X, oCarFire.Y); //This is the row that the error points
}


BTW, if it works sometimes it just stops playing when another sound in the room is played (not using that AudioChannel)
BTW, I'm using AGS (Build 3.5.1.16)
#28
Any news about how the 3.6.0 is going to be released? I'm longing to change from 3.5.1 and enjoy the new features included.
#29
Thank you very much!
#30
Hello.
I would like to personalize some Characters with some special features.
For example, I would like to add a bool variable which defines if the Character is alive or dead.
I don't know if it is posible to do that. I want to clean global variables to define this.
Which would be the better way of doing this in AGS?
#31
Quote from: Crimson Wizard on Tue 14/12/2021 00:19:26
This is strange. I might test this out myself, but in the meanwhile, would that work if you check ID instead?

i.e.
Code: ags

if (this.ID == Sara.ID) { anim_view = 242; }

With the ID is working. :)
But without it it doesn't.
#32
I use it like:
Code: ags
Sara: Bla bla bla bla.
option-on 1


this.Name is returning the right name of the character, but still is not entering in the "if" to change anim_view.
#33
Hello.
This script is not working. I have identified that the character is not being identified through the dialog.
Following your code I entered some more information for a few characters more.
I received an error "SetCharacterView:invalid view number(You said 0, max is 555)"
I display that anim_view is not changing the number, as it is not identifying the character from the dialog, or at least is not matching the name of the character of the dialog with the real character with exactly the same name.
Which is the same problem I already had.

Code: ags
function MySay(this Character*, const string text) {
    // Starting up
    int anim_view;
    
    if (this == Sara) { anim_view = 242; }
    else if (this == Kovacs) { anim_view = 526; }
    else if (this == Mel) { if(Mel.View == 548) {anim_view = 467; }}
    Display("%d",anim_view);
    // Running speech
    this.LockView(anim_view); // lock to speaking animation
    this.Animate(this.Loop, 3, eRepeat, eNoBlock, eForwards);
    this.Say(text);
 
    // Ending
    this.UnlockView(); // unlock back to current view
}
#34
Quote from: Crimson Wizard on Mon 13/12/2021 02:16:02
First of all, this code looks wrong, because for proper behavior you need to call LockView, not ChangeView, before Animate (and then UnlockView). But I'm not certain what other actions are playing at the same time (are you also playing some portraits simultaneously? if this is what you've meant by "mushots"...)
It is running with changeview so far, but I will use lock if it is more correct. I meant "mugshots".

Quote from: Crimson Wizard on Mon 13/12/2021 02:16:02
In any case, my suggestion is to not start animation in the repeatedly_execute, but instead write a custom Say function that runs everything, and use that for speech.

If this is only for particular character / certain moments, then may use this function explicitly in dialogs. But if it's for all the characters in game, set up "Custom Say function in dialog scripts" in General Settings -> Dialog section: then this function will be used instead of Say to replace common dialog lines.

The example of how the function may look like:
Code: ags

function MySay(this Character*, const string text) {
    // Starting up
    int anim_view;
    if (this == Sara) { anim_view = 242; }
    else if (this == SomeoneElse) { anim_view = xxx; } // etc

    // Running speech
    this.LockView(anim_view); // lock to speaking animation
    this.Animate(this.Loop, 3, eRepeat, eNoBlock, eForwards);
    this.Say(text);

    // Ending
    this.UnlockView(); // unlock back to current view
}


Then it may be used like
Code: ags

player.MySay("text");
Sara.MySay("bla bla bla");

Thanks for the suggestion. I didn't know it was possible to set a custom dialog script.
#35
Hello.
The following code is in global script/execute always function.
It works to create animation for character when you are using mushots aswell, but it is not working when the character speaks inside a dialog,
it seems that the character inside the dialog is not detecting Character.Speaking function.

Code: ags
  if (Sara.Speaking && !Sara.Animating) {
    Sara.ChangeView(242); //Change to speaking animation
    Sara.Animate(Sara.Loop, 3, eRepeat, eNoBlock, eForwards);
  } else if(!Sara.Speaking && Sara.View == 242) {
    Sara.ChangeView(244); //Change back to walk animation
  }


Any idea about how to solve it?
#36
Hello.
Here my files.

indexed bitmaps true
none: 7,41 GB (7.966.279.437 bytes)
rle: 3,23 GB (3.476.975.790 bytes)
lzw: 2,61 GB (2.811.194.259 bytes)

indexed bitmaps false
none: 8,77 GB (9.425.965.010 bytes)
rle: 3,31 GB (3.555.361.792 bytes)
lzw: 2,79 GB (3.005.119.147 bytes)
#37
I guess that our sprites are pretty colored :)
#38
320x200, 32-bit true-colour
Total sprites in project:   35703 / 90000
PNG folder: 1,61 GB (1.734.822.663 bytes)

Sprite file compression:
None: acsprset.spr filesize: 8,77 GB (9.425.965.010 bytes)
Indexed: acsprset.spr filesize: 7,66 GB (8.229.703.633 bytes)
LZW: acsprset.spr filesize: 2,79 GB (3.005.119.147 bytes)
RLE: acsprset.spr filesize: 3,32 GB (3.565.176.753 bytes)
#39
Quote from: nightmarer on Mon 29/11/2021 14:32:20
Not sure from which build started, but I will provide you a video.
BTW I sent you the videos through Discord
#40
Ok I see, what it needs to be changed.
LEH 3.481.618 KB - I had this one selected
LZW 2.934.687 KB
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