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Messages - rmonic79

#41
we are making a lot of try, so the problems are:

with direct3d (what we use) and simple draw function the video doesn't rescale and with setup like 2x 3x maximizer for windowed and other options for fullscreen.
with drawex function we have to take care of every possible resolution and give the appropriate factor scale, we are doing this reading the config file and passing the parameter to the function but it behave a little strange, for example if i give a factor scale of 0,333333333 for 1920 video it should give me 640 but the video is fully fitting on 2x so 1280x720 (the game is natively 640x360) , so we are a little bit confused 🤷†ââ,,¢â,¬Ã¯Â¸Â.

#42
I tried it, is good but there are a lot of problem with resolution change or different window multiplier, is there any workaround?
#43
thanks i'll give it a try :)
Cassiebsg do you have a link? I can't find it  :undecided:
#44
I need characters voice over, is it possible with video playback in new version?

Is it possible to use sprite compression selectively?
#45
Guys we're making motion comics for our new game and i found that the best option until now is to make a frame by frame video. The game is 640 x 360 and we arrived for example to have a sequence of 40 mega but when i imported  them in the editor they take 270 mb. Any suggestion?
(we could use an external folder and load to a dynamic sprite frame by frame but i'm wondering if there's another solution)
#46
Hi guys i have multiple characters and i'm trying to have them to not overlap when walking in narrow places. i'm using blocking width and blocking height and , of course, the characters are solid. My issue is that it seems that the direction of this function extrude not centered (regarding characters positions) so i'm wondering if there's a way to change the pivot or another solution suggeted by you? Thanks :)
#47
To make an example like porting of full throttle and day of the tentacle remasetered on mobile device (i don't know if it's the same on pc).
#48
Quote from: Khris on Sun 13/01/2019 15:02:51
Why not though? It is specifically intended for that exact purpose.

Perhaps the right word would have been “i can't”, at least in my experience with the function, sorry.

Quote from: Snarky on Sun 13/01/2019 15:07:18
I think he means that what he wants is something different: A cutscene that you can skip (at any time) by holding down the mouse button for 2-3 seconds.
Yes, exactly.
#49


Quote from: Cassiebsg on Sun 13/01/2019 02:16:30

But if you have a cutscene that you want to allow be skipped after 2-3 secs. I'm going to assume that you know exactly  where that is in your cutscene, so nothing stoping you from putting a StartCutscene(...), there.



No it's not that the problem, i don't wanna use internal function and i don't need that it became skippable after some time, it could be skippable anytime keeping mouse button down for 2-3 seconds.
This is an entire animated and talked cutscene, the code about delay works fine, but , i can't claim change room or on_call when the timer is gone cause it's all in blocking.

A solution could be do all with non blocking stuff but it could be really a pain, like walk in background, when arrive certain position other char say something background, a variable change  and a timer start... etc so i wonder if there's' a simple solution that i don't realize yet :)
#50
Hi guys i'm havin a little problem and after a few tries i'm on empasse.
I have a cutscene where people walk and talk and i'd like to allow skipping it after 2-3 second of mouse down click.
The problem is that  timer doesn't work in RepExec,  neither change room and callroomscript cause the scene is in blocking, so i have to use repeatedly_execute_always where i can't use on_call and room change.
How can i manage this?

#56
thanks for reply guys :-D
we want to release it in late 2019, it's a realistic dead line cause we are more organized than before.
#57
Release scheduled on 16th February 2021!


https://www.indiegogo.com/projects/mountains-of-madness#/

https://www.kickstarter.com/projects/201868287/chronicle-of-innsmouth-mountains-of-madness/



Hi to everyone i'm glad to announce that we are working on the sequel of Chronicle of Innsmouth. I'm not alone anymore. With me there are AprilSkies(Arts) and Mandle(Translation, Testing and all related to english stuff, except this one for now :))

Overview

The game takes place ten years before Chronicle and tell the odissey of Lone Carter since it disappears in the first game.
there will be old and new characters and this time we will even get to the mountains of madness :)
Thanks to the contribution of Andrea Ferrara we brought the resolution to 640 x 360 and we changed the nine verbs with a more convenient right/left mouse interface.
We are close to launch a kickstarter campaign in order to provide the best product we can and to be able to translate it in as many languages †‹†‹as possible and if we can, why not, realize porting ios / android and maybe switch. I will warn you as soon as it will be online if someone wants to support us.

Story: 100%
Scripting: 100%
Graphics: 75%
Sound/Music: 60%


Some pictures for you:


#58
Thanks to Crimson Wizard, now i can compile for ios 11.4. We have a problem with read/write files, but i hope it will be solved soon. (laugh)
#59
Guys i've been able to start game on Xcode 8.3.3 but it's not possible to compile for ios 11 and later. I'm upgraded to 9.4 and i have assert error that i can avoid without comment and after that the game crash at some point. One doesn't start at all and the second one crash after first room change. Anyone knows how to upgrade to current ide version?
#60
Hi guys i was able to start my game on ios with janet branch on 3.3.3, any news about 3.4 or 3.4.1, it was a mess to downgrade my game.

edit: i know that the post is for mac but i read some interesting things.
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