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Messages - strazer

#2281
QuoteI can't think of a way to fade a single sound in without blocking the script.

How about something like:

Player enters screen 1
  PlayAmbientSound(1, 1, 0, 0, 0); // play in channel 1 ambient sound 1 at volume 0

Repeatedly_execute(_always)
  SetChannelVolume(1, 5000 / player.y); // find some algorithm so that at the mountain top the volume is 100 and at the bottom it's 0

QuoteHow can I get a non-interrupting (when changing rooms)  looping sound without using the Ambient-Sound function

Set the game.ambient_sounds_persist variable to 1.
#2282
QuoteAnd if you don't have it, the (free) download has a load of adware and spyware, which can't be destroyed without making the codec unusuable.

The free version of the Pro edition is indeed adware. There's also the "Standard DivX Codec(FREE)" without spyware just below that table. It only lacks some advanced encoding options afaik.
But the TheMagician is right, I forgot all about that logo. That sucks.

So if your video is not too long, just go with MPG1.
#2283
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=8417.msg103662#msg103662

May I ask why you don't want to use Divx? Xvid is pretty common too.

I can only speak for myself, but I won't install some obscure codec just for one game.
#2284
1. Is this the same problem as in this thread?

2. Check the SetCharacterProperty function in the manual.

3. I've already suggested this. :)
#2285
General Discussion / TFTs & interpolation
Sat 12/06/2004 19:18:31
Most modern TFT displays have a native resolution of 1280x1024.
I've never had the chance of seeing a lower-resolution game (320x240/640x480) on such a display.
I'm sure it depends on the model, but in general, how noticable is interpolation in full-screen mode? How bad is it?
#2286
QuoteI`m sure you won`t get sued......

True, probably not.

It's just a fad of mine, clear conscience and all. ;)
#2287
Yes, but the problem is not finding sounds, but finding FREE sounds.
Findsounds.com for example just indexes all sound files it can find, they're not automatically free.

I suggest buying a few sound effect CDs off eBay.

You can also try and contact M0ds, he offered to do some sound effects.
("I just want to add that I am happy to make sound effects for anyone.
I can produce custom made sound effects in CD sound quality, as WAV or MP3.
Just PM me if you ever need something.")

If you're willing to pay for sound effects, I recommend Sounddogs.com.
#2288
QuoteSapphire ATI Radeon 9800 Pro 128mb

Be sure to get the 256-bit memory bus version. As I understand it, there is also a version with 128 bit that is a lot slower.
#2289
Glad I could help. :)
#2290
If (GetObjectGraphic(0)==6)
    { SetObjectGraphic(0,7);} // you set pic to 7 here
else
If (GetObjectGraphic(0)==7) // this would be true if you didn't use "else" since you just set it to 7
    { SetObjectGraphic(0,8);} // set pic to 8...
else
...
etc. etc.

Add for all steps.

Does this help?

Edit:

Slightly shorter version of your script:

if (GetObjectGraphic(0) < 20) SetObjectGraphic(0, GetObjectGraphic(0)+1);

;)
#2291
QuoteI haven't had any luck running ags does games in Dosbox though, if anyone has could they explain how?

Have you tried
http://www.adventuregamestudio.co.uk/kbview.php?id=22
and
http://www.adventuregamestudio.co.uk/kbview.php?id=39
?

Get the required ACWIN.EXE here:

ags_215_sr3.zip
ags_221.zip
ags_231.zip
#2292
QuoteMaybe an option 'move all unused sprites to folder X' would be useful, though.

That's a nice idea.
This way all potentially unused sprites are in one place and it would be up to the user to decide which ones can safely be deleted.
#2294
You can't use WAV files for music:

PlayMusic (int music_number)

Changes the currently playing background music to MUSICx.OGG, MUSICx.MP3, MUSICx.MID, MUSICx.MOD or MUSICx.XM (where X is MUSIC_NUMBER).
#2295
And be sure to enclose the key in '', like
  game.skip_speech_specific_key = 'x';

You can drop these if you use the key's ASCII value, e.g.
  game.skip_speech_specific_key = 88; // 88 is ascii code for x
#2296
My apologies. :)
#2297
Hi there.

I think it would be fair to credit the original author of the walkcycle?
http://www.idleworm.com/how/anm/02w/walk1.shtml
#2298
Seconded, it gets a bit excessive.
#2299
Or you can set that only a specific key can skip speech:

  game.skip_speech_specific_key = 'x';
or
  game.skip_speech_specific_key = 27; // ESC, don't know if that works
#2300
I see.

The following is all easily possible by setting only Interaction Editor actions, but I'm sorry, I only know script:

Player enters screen (before fadein)

  if (GetGlobalInt(444)) { // global integer is anything but 0 (closeup has been displayed)
    character[WAKEUP].room = 1; // show character
    SetGlobalInt(444, 0); // reset gi so character is hidden next time intro runs
  }
  else { // global integer is 0 (closeup not yet shown)
    character[WAKEUP].room = -1; // hide character
  }

(Whatever triggers the room change)

  SetGlobalInt(444, 1); // set global integer to 1 (show wakeup character when returning to room 1)
  NewRoom(2); // cut to closeup

I've used global integer 444, but of course you can use whichever number <500 you want.
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