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Messages - rmonic79

#21
Ah ok i cannot assign frame to loop in runtime... this is sad, but assign new sprite to frame is still something, at least i don't have to import a lot of placeholder but only create a bunch of void view of different frame lenght to fill
Is the method like the sounds assign to viewframes?
#22
Hi guys there is something that, uncredibily, i never done before and i was thinking, if it's possible, to use it to avoid to break savegame on update. I'm talkin about assign frame to a view in runtime, could it be a good solution? And, first of all, it can be done? And, it will avoid savegame brake problem?
Thanks for answers
#23
I'll make a try Thanks Crimson! :)
#24
Guys maybe you can help me to simplify something that in the last game i made took a lot of time, we're near to release and i'd like, if possible, to avoid time consuming stuff.
the problem is: if i set a volume, for an fx for example, within game to 30 and then the player set slider fx value from 100 to 80 the volume of the fx goes to 80 instead of a percentage of of it (24 in this case).
Now i used a solution that works fine on previous game but an automatized stuff not room by room and sound by sound would be great.
Thanks;
#25
Thanks mkennedy. By the way we’re trying to reach switch and mobile porting anyway. it’s a little more complicated and time consuming without enough funds but i’m confident that we’ll reach it.
#26
Hi Guys sorry for the silence but we had alot of problems last years, but we finally have a release date on january 2021!
#27
Guys i'm near to the release of my game but i have still a lot of animation to do and something starts failing. It happens just now that importing a new sprites works but after i launched the game it crashed without finding them and there are blue cups instead in the sprites folder (with the original sprites aspect ratio). It goes over and over, if i try to reimport them, the game crashes and sprites not there. Now i managed to stabilize it deleteting last file and  replacing from source the desappeared ones. Anyone can help about this problem?
P.s. I had some problems with sprites but was with compiled (divide the file in chunck solved it), now the thing are about the editor play too. I'm using 3.4.0.16
#28
Right now i'm only need to renumber no-numbered characters lines speech, is it safe with 3.5?
#30
Hi Guys anyone solved scaling and aspect ratio issues with 3.5 and also the crash on Fullscreen/windowed switch?
#31
Problem with 3.5, anyone solved scaling issues and crash on fullscreen/windowed switch?
#32
Thanks CassieBsg, do you found any issues about this one in your experience? I tried it and seems that this one scaling automatically with game scaling, am i correct?
#33
Guys i'm using this plug in and i realized that after played any video flipped frames of sprites don't show anymore  (by the way also the position of sprites changes). Anyone has any solution (apart to make all relative sprites flipped, it will take a lot of time and testing and we are out of time)?

edit: Tried d3d instead of theora plug in and worked until we update to 3.5, but comes new problems regarding scaling, aspect ratio, and crash on alt+enter switch
#34
Thanks Khris it was it! It's incredible i scrolled it many and many times and i didn't notice that it was here :)
#35
Do you know the reason I found new views and new folders with import added to the end which are copies of other existing folders and views? Naturally they are not assigned to anything, they are just there, do I have to worry?
I think that is related with characters import , is it correct?
#36
Hi guys, adding some diagonal loops to have smooth transition i realized that turnbeforewalking does not work except when you click on something like hotspots, characters. objects...
We're using a strong modified nine verbs template (but nothing that could interfere with built in walk functionality) and ags 3.4.0.16. Any suggestions?
#37
Guys i discovered a funny things that didn't read before. If you add only one frame to Dr Dl etc.... in view he doesn't get the diagonal loops by default, Great. If only one of diagonal loops in normal view have more than one frame it starts to get diagonal loop on walking. Solved without stress  :-D :-D :-D
#38
I'm starting try it now, i've just have some ideas of how to do it, but every suggestions is welcome. what i fear is that beetwen the transition it could be glitches. I'll let you now.
#39
What i mean is that turn before walking, speech, stand and idle must have diagonal loops, not walk animations.
#40
hi guys. I need to have diagonal loops only when the characters change directions but not on talk or walk animations. I've not tried to code it yet but i thaught about a lot of small problems that can occurs. Is there anyone that just did it and like to share it?
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