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Messages - selmiak

#3521
Quote from: Khris on Thu 13/12/2012 18:53:03
Struct definitions and import lines always go into the header.
of the global script? Or local room script? I never used structs before, though they seem quite handy... ;)

Quote from: Khris on Thu 13/12/2012 18:53:03
end_value also being a global variable shouldn't matter; I declared it as a member variable which should move it outside the global scope. Still, try removing or renaming yours.

If that doesn't work, try renaming all instances of "end_value" to "end" in my code.
commented my code out as it was crashing the game anyways, so there should be no collision. I had to rename the step to audio_step though as the tween module uses a step variable which doesn't want to be global it seems.

First I hoped you and the forums could help me improve my code so that I learn something from it, now I just copy+paste your code and understand 70%. Then again, your code is propaply highly optimized already and I can learn even more from understanding it than from painfully fiddeling around with my code... if I understand it...
Quote from: Khris on Thu 13/12/2012 18:53:03
I'll try the code myself sometime later this evening and will report what I find.
maybe I'll just wait a bit longer...


back to the photoshop!
#3522
^^^^ or the one with the ponycorns ;-D

on topic: If he is not interested anymore, just let it be, if YOU want to make an adventure game make you own game. Maybe he even sees you doing it and wants to help... which is a dilemma then ;)
#3523
Completed Game Announcements / Re: Gray
Thu 13/12/2012 20:15:36
Oh that is a great game.
After first being totally puzzled by the think out of the box puzzles (talking to the sun and the like...) I finally got into the mood for them and really enjoyed it! Actually the challenge made it even better :)
And the intro and end movies in all their 4 color glory are worth a directors cut with audio commentary ;-D
#3524
Looks interesting, I get a Parse error at 'end_value' in GlobalScript.ash though.

where does this go, GlobalScript.ash or GlobalScript.asc :
Code: AGS
struct str_audio_fade {
  AudioChannel* channel;
  int end_value, step, delay;
  int remaining_loops;
  bool active;
};

If I add it to GS.ash I get the error that 'end_value' is already defined, if I add it to GS.acs the parse error above. So yeah, I added end_value to the global variables list, so it is defined?! The Struct str_audio_fade doesn't have to be global, does it?

#3525
AGS Games in Production / Re: Troll Song
Thu 13/12/2012 11:53:19
If you need another playtester I'd like to join the bunch.
#3526
So after tweening the audio channels is not working this great I wrote my own (only linear) tweening function. When I use it with Wait(); it works, but of course it blocks and I want to fade in and out channels in the background without pausing the game.

this works, but blocks
Code: AGS
     while (channel.Volume < end_value) {
       if (channel.Volume + step <= end_value) {
           channel.Volume += step;
           Wait(waitloops);
       } else {
         channel.Volume = end_value;
       }
     }


channel is the audiochannelpointer given to the function in global script via a call in the room script, step is calculated before and the needed amount the chanel volume has
to be increase to make it in time (as an int so it might not exactly hit the end_value thus the if), waitloops is also calculated before to make it in time.
the timer id gets the channel id as I want to fade around more than one channel at once, aka crossfading. And therefor blocking is also a bad idea.

Code: AGS

  SetTimer(channel.ID, 0);
    
     while (channel.Volume < end_value) {
       if (channel.Volume + step <= end_value) {
         if (IsTimerExpired(channel.ID)) {
           channel.Volume += step;
           SetTimer(channel.ID, waitloops);
         } 
       } else {
         channel.Volume = end_value;
       }
     }


this doesn't work. The while loop loops too much and AGS aborts.
chanel, step, waitloops and end_value are all local variables in the function, so I wouldn't know what to do if I check the timer in repeatedly_execute_always() and also repeatedly restart it until it gets retarded.
#3527
got the coffee in TOMATS (lol) and
Spoiler
filled the tuna into the carboy but somehow can't give it to Santiago
[close]
#3528
Critics' Lounge / Re: It's back...
Mon 10/12/2012 18:16:26
The punching animation is looking really good. I like it when there is some humor added to otherwise serious games, why not show some of his underwear when his jacket goes up while the punch. Of course with hearts on it :D
#3529
AGS Games in Production / Re: THE BUM
Fri 07/12/2012 20:17:32
loving it already :D
#3530
Completed Game Announcements / Re: Primordia
Fri 07/12/2012 15:27:42
downloading 1GB with 30-70kb/s is a pain. Will start playing once I finished Gray...
#3531
hey WHAM, please start posting the gamescreens with the imagezoom tags so that they are zoomable. Great fun.

Maybe we should get a weapon first and THEN honk the horn? Did I mention that we are unarmed already? And we are in a military camp. But at least we have boot polish :P
#3532
Anus
Boobs
Cock
Dick

or maybe use continent names ;)
#3533
Critics' Lounge / Re: Berth's art thread
Thu 06/12/2012 22:49:51
meh, the fat guy has bigger boobs than the girl :P
But I like the mean look on the moose's face :)
#3534
Har HAr HAr!

Do I qualify as the pirate? The number of lines for the pirate is overwhelming though...
#3535
the last thing could be a wallet, but after a night out I feel it less actually...
#3536
The Rumpus Room / Re: the metal thread \m/
Tue 04/12/2012 01:21:23
http://www.youtube.com/watch?v=WMuVkS5EGyc

currently listening the whole thing and already quite liking it :)
#3537
if you copypasted that out of your script and that gives weird results you should totally use
if (Light1 == true) {

and
    else if (Light1 == false)

with two equal sign in the conditions.
#3538
ah, okay, I see.
This addresses the correct channel. But sadly something is not quite working with the TweenChannelVolume part of the tween module so this is only halfway working
#3539
I'm struggeling with the audio tweens.
I'm using AGS 3.2.1
When I'm setting enforce new style audio scripting to true in general setting, which I suppose is the mentioned strict audio settings, TweenVolume is not compiling. If strict audio settings is something different this might be solved already if someone could explain what strict audio setting is.
When I'm setting enforce new style audio scripting to false I can use TweenChannelVolume, but when I tween/mix a channel in, and tween it to volume 100 it is still stuck at something like 70 or 80. There is no VolumeReduction While Speech is playing active, and the strange thing is, to check on this I put in a GUI where 3 buttons check every channel volume with channel.Volume but the value only stays on values I set at the start of the room and doesn't even change with tweening the value, though the volume actually goes up, but not all the way to 100.
#3540
double trouble with too many santas? :D
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