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Messages - rmonic79

#101
Solved with file! :)
#102
if i have to put line by line i can put a certain percentage of music slidebar on start and regain it at all stops but i'm trying to avoiding this
cause the game is just finished and has a lot of text and i have still to put manually in all stuff outside dialogues. If there's away to check wichever dialogues are playing or no dialogues playing i could automatize it at least inside them and maybe do some checks regarding id if needed. Is there a possibility i can procede this way?
(sorry i'm not english and i don't know if i explain this stuff well enough :) )
#103
thanks snarky i'll try to make it today! ;)
one question, how can i store the current dialogue in a global variable? i put it in rep ex always of global script but i don't know how to get it
#104
Thanks gurok i think i'll go with file cause reset this specific room is below the time i have but it could be useful in other context.
By the way the now that i think of it, code works one time, so maybe it's possible that if i make an autosave after each restore it could works.
#105
Hi guys i noticed that with music drop everytime there is a wait or a pause in a dialogue the music goes up and down that result in a bad clipping effect.
Do you know a way to make a drop continuous when a dialogue is running? I would like maybe to make a function that refers to all dialogues that everytime i'm inside them the soundtrack drop down until stop.
#106
guys i had no problem to set a variable with an if on  if (event == eEventRestoreGame)
now i'm tryng to make a counter on single restore event to unlock an easy mode after certain amounts of deaths but it go back to previous value.
any suggestions? (it works storing the value in a file but i would like to know if there's a better solution.)
#107
if i use gettranslation works but if i change back to english it's italian yet.
#108
yes i'll try in a bit. The strange thing is that in ItalianMain/english version works fine and also on the second line of the code above works fine and behave in same way.
#109
i'm trying the last build and speech doesn't run (they are all in ogg format and in gameroot/speech folder)
#110
Guys i made a lot of work with chronicle of innsmouth to prepare it before for dubbing. i made english the main language to make it easier to translate.
i have this line of dialogues where a character change name  two different times. but on the first line it doesn't get translated stuff, instead the second line works fine. i've checked the trs and it is all ok, to make sure that is not it i added two spaces at the end of string, updated the trs  and writed translation under the new line at the end of file and it continue to not work. Help please

Code: ags

Ego: &100 He is too busy staring at that train.
Ego: &113 Or maybe he's just awfully rude, one or the other.
      cUvaligia.Name = "awfully rude guy and/or attracted by train guy  "; //FIRST LINE
      enableguipersonal();
stop


@2
Ego: &113 Or maybe he's just awfully rude, one or the other.
 enableguipersonal();
stop


@3
option-on 4
option-on 5
option-on 6
option-off-forever 3
Uvaligia: &2 Yes, the next one arrives in forty-six minutes.
      cUvaligia.Name = "definitely attracted by train guy"; //SECOND LINE
option-on 19      
return
#111
Fortunately adding numbering to a line doesn't recognized by the voicescript and autonumbering works (So the codes above about melvin that speak with function is dubbed anyway) on other hand it seems that saybackground stuff doesn't play file (like cthulhu evoke above)
#112
Quote from: Crimson Wizard on Fri 09/06/2017 17:24:55
Thinking logically, if voice script works same as autonumbering, then it will ignore custom functions too.
Sorry i didn't read your edit. Any suggestions about how to make it works?
#113
I add this one like one above but them are not recognized in voicescript
Code: ags

melvinparla(" &15 I'm busy.");
   enableguipersonal();
stop
@2
 melvinparla("&16 Please, I'm busy. Be brief.");
Ego: &187 Right, then...
  
option-on 10 
option-on 3
option-on 19
option-off-forever 2 
return
@3
 melvinparla(" &17 I'll just bet you do.");
return
@4
  Skip(false);
  melvinparla("&18 \"Ancient Artifacts Of Essex.\"");
  melvinparla("&19 Don't tell the boss I lost library property. He'll cut my pay.");


this is the function by the way
Code: ags

void melvinparla(const string a){
  provamelvin=cMelvin.Frame;
  cMelvin.LockView(40);
  cMelvin.Animate(1,8,eRepeat,eNoBlock,eForwards);
  cMelvin.Frame=provamelvin;
  cMelvin.Say(a);
  provamelvin=cMelvin.Frame;
  cMelvin.Animate(0,8,eRepeat,eNoBlock,eForwards);
  cMelvin.Frame=provamelvin;
  }


i think is because strings are generated at the moment.
#114
Quote from: Crimson Wizard on Fri 09/06/2017 16:48:45
Autonumbering in AGS works only with default functions, like Say.
I believe that with Speech Center plugin you should be able to tell which strings are speech to number them.

Then again, if only few lines were missed, you can just put numbers yourself.
no are not so much so it's a pleasure to hear that i can autonumbering myself, i have to add them also to voicespeech.txt?

#115
Thanks guys i'll give it a try.
i'm having another big issue i used atonumbering but he doesn't did it in some function related stuff or array
like
Code: ags

@1
  melvinparla("I'm busy.");
   enableguipersonal();
stop
@2
 melvinparla("Please, I'm busy. Be brief.");
Ego: &187 Right, then...
  
option-on 10 
option-on 3
option-on 19
option-off-forever 2 
return
@3
 melvinparla("I'll just bet you do.");


or
Code: ags
 cSfondoFin2.ManualScaling=true;
      cSfondoFin2.Scaling=200;
     //cSfondoFin2.Transparency=100;
     
     invocazione[0]="That is not dead which can eternal lie. And with strange aeons even death may die.";
     invocazione[1]="Oh, Father Dagon the stars are in place.";
     invocazione[2]="AS FORETOLD!!";
     invocazione[3]="With the blood of your children's children WE SUMMON THEE.";



#116
Quote from: Khris on Wed 07/06/2017 14:48:01
Not a useful problem description. What exactly is happening? And why do we have to ask?
It's happening that the game it's already translated and released and now we need an updated with voice acting that i never did before so i used autonumber speechlines and it doesn't recogniza english translation anymore. If i use update it put down all the line again with number but i have to copy and paste the entire translation.
And another big problem is that the game is in italian and english but the default language is italian and i need instead to make a voice script with english language for actors if it's possible.

p.s. by the way if a would do english and italian dub how it should works?
#117
Hi guys i'm having big problems.
First of all if i numbering speech dialogues and translation doesn't works anymore.
On the other side the core language of the game is Italian but the voice act will be in english so i need to create a voice script from english translation and not from main language of the game. Is it possible?
Thanks for your time.
#118
Quote from: Crimson Wizard on Tue 09/05/2017 16:20:21
I know there is Adventure Creator for Unity, a kind of AGS-like framework, but it is not free.

You need to keep in mind, that AGS game and Unity are not compatible in any way except for graphic and media assets. You will have to remake everything, all scripts, even if you are using some game framework (And if not, that might be more months of coding basic adventure game behavior).

thanks ;)
#119
Quote from: Khris on Mon 08/05/2017 15:39:25
You can write a simple Python script that replaces the new translation source's Italian lines with their English translations, then changes it back afterwards.
thanks khris, i'll check how to make it ;)
#120
Hi guys someone experienced it, just in case what assets you used for it?
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