Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - pcj

#201
With CreditStyle eCreditStatic and eCreditCentered, the credit text doesn't appear to be centered properly in the x-axis.  The game's resolution is 800x600. Is this related to the use of GetTextWidth, which apparently returns the width in 320-resolution pixels, or some other problem?  Is there a fix?  Thanks.
#202
I've worked around this by just looping through all the AudioChannels in the game and setting their volume individually rather than setting the System.Volume, but I'm pretty sure this is a bug that should be fixed...
#203
I'm trying to restore the volume level the game was set at when the save file occurred (I wish it happened automatically but it doesn't seem to).  I'm using this code and even though the btnVolume slider returns the correct value it isn't being set to that volume:

Code: ags
function on_event(EventType event, int data) {
  // [...]
  else if (event == eEventRestoreGame) {
    System.Volume = btnVolume.Value;
    SetGameSpeed(btnSpeed.Value);
  }
}


It should work but doesn't... any way to work around?
#204
I've resolved the issue - it seems to be some issue with the file itself.  Creating a new file from the audio seems to work fine.  Thanks for looking at this.
#205
Quote from: Scorpio82 on Wed 10/08/2011 15:42:13
They do play against music, but that hasn't stopped other sound effects from playing before. And I've been taking care to render them all in OGG at 105 kbps.

Right, but it happens also when playing alone.  I don't think that's the issue.
#206
Quote from: ddq on Wed 10/08/2011 14:54:50
Are they being played alone or is other audio playing at the same time? I think AGS has some (annoyingly low) limit on the number of simultaneously playing AudioChannels. I doubt that's the issue, though; sounds like a weirder problem than that.

They're playing alone; other SFX in the same scene also play fine.

Quote from: Khris on Wed 10/08/2011 15:12:00
Could you upload one of the sound files that don't play so we can test it?

http://sqvsb.com/temp/ButtonKeypad.ogg
#207
I am working on a game where there is currently about 100 sound effects (not including music).  We are using the OGG format for audio (and video).  We are currently running into a problem where certain SFX do not play in-game, even though they play fine in the preview window in AGS as well as in other audio players.  Other SFX and all of the background music plays fine.

With some, the SFX are being played through the loop editor (the SFX occurs on a specific frame in the loop) and with others it is being played through script - it seems to make no difference.

The volume on these files is set to 100 (inherited from the SFX type setting) and priority setting is normal (though I've tried high priority) - and there should be nothing else playing.  The AudioClip.Play function returns a non-null value.

Any ideas?
#208
So if I want to animate a series of views for a character and make him speak at the same time...I can't do that?
#209
I'm trying to do voices with SayBackground, and I was wondering if maybe I had a setting wrong or something, but is there any way to have voices with SayBackground (besides PlaySound)?
#210
Good to see an update, I was just checking this to see if I missed it yesterday.
#211
My game is divided into sections, each of which is numbered in the 100's.  So, for example, the Intro is rooms 100-108, the next section is rooms 201-214, and so on.  The idea behind this is we can add rooms to a particular section without having to renumber all following sections.

To be able to keep track of which room is which in AGS, I've simply numbered the rooms as indicated above.  The sections obviously number above 3, and while I don't really have 300 rooms, on sections 3 and above, it shows that it will be non-state-saving.

Is this going to be a problem?  Should I find some other way to number my rooms in AGS?
#212
Heh, if that isn't the most counter-intuitive glitch...

Thanks Scorpiorus, that works.
#213
Sorry about the 404...webserver didn't recognize the filetype.  It should work now.

Code: ags
// room script file

#sectionstart room_a  // DO NOT EDIT OR REMOVE THIS LINE
function room_a() {
  // script for Room: First time player enters room
oConsole.Solid = false;
/* code removed for brevity */
Wait(160);
cSp1.Walk(130, 160, eNoBlock, eAnywhere);
Wait(40);
cSp2.Walk(160, 180, eBlock, eAnywhere);
cSp1.FaceLocation(130, 200,eNoBlock);
cSp2.FaceLocation(110, 180, eNoBlock);
/* code removed */
}
#sectionend room_a  // DO NOT EDIT OR REMOVE THIS LINE


(EDIT: Oh, in the above code I was tinkering with it when the SP was already on the screen, 130,160 seems to be the right position)

Quote from: Scorpiorus on Fri 23/02/2007 21:32:01
Hmm, and what are their speeds?

I left them at what the default was, 3, and uniform movement speed is enabled.
#214
Well, see if it helps:

http://www.vohaulstrikesback.com/temp/Room101.crm

EDIT:

No, I'm not changing them while he is moving.

Quote from: Scorpiorus on Fri 23/02/2007 20:48:16
You said you make him coming from the outside of the screen; what if you put him so he's on the screen and try moving from there?

And does eBlock make any difference?

It needs to be eNoBlock so the two Sequel Policemen walk in at the same time (or a bit staggered actually, I put in a Wait command in so they don't cross since they start at the same spot).  The other SP is eBlock.

It does work when the Sequel Policeman is already on the screen, but then that doesn't generate the entrance effect I want.  Maybe it has something to do with the walk speed?
#215
SP1 goes to 135,164 when he's supposed to go to 110,145, and goes to 105,145 when it's set to go there.
#216
No, he always walks, but with

Code: ags
cSp1.Walk(110, 145, eNoBlock, eAnywhere);


he walks to the first spot, and for each increment of x-coordinate from there to just before

Code: ags
cSp1.Walk(105, 145, eNoBlock, eAnywhere);


he walks to the same spot, just to the right of where I need.  Then I change it to 105 and where he stops at the end of the walk is to the left, as in the second example.

I'm not changing the code in runtime.
#217
Setting the object's solidness to false also does not work.
#218
I unchecked it, it doesn't help.
#219
I'm trying to position a character next to an object correctly, and walk him in from outside the screen with:

Code: ags
cSp1.Walk(110, 145, eNoBlock, eAnywhere);


Which gives me something like this.

So I modify the code, gradually subtracting from the X-coordinate one point at a time, with nothing changing, until I make it

Code: ags
cSp1.Walk(105, 145, eNoBlock, eAnywhere);


Making him jump to this.

Am I missing something?

edit by scorpiorus to specialize topic name since the problem has been tracked down
#220
Ah, ok then.
SMF spam blocked by CleanTalk