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Messages - stuh505

#301
Ok, I think you guys misunderstood me a little bit.Ã,  I'm not looking for general purpose audio editing software.Ã,  I'm looking at something made specifically for altering voices.Ã,  I don't know that altering pitch, tempo, and speed can really make too many different voices from the same recording...for instance, I find it very difficult to make a woman's voice...I want something that could maybe make someone sound angry, happy, etc...with preset filters.

I'm going to look into that once voice changer that you suggested though Haddass.  IS there professional stuff for this?
#302
Thanks for the info guys
#303
General Discussion / Re: New to Photoshop
Fri 11/03/2005 01:31:23
That must be why everyone uses it instead of PSP.

Well, I have PSP but I only used it for a few minutes...guess what, it felt complicated and messy!  Maybe that's because I started with photoshop and have been using it for so many years...but, if anything, I think photoshop is just a little bit too simple...and not complicated enough.
#304
General Discussion / voice acting software?
Fri 11/03/2005 01:27:56
I'm just curious...is there any good software that people can recommend me which I could use to alter my voice to a wide range of voices so that I could do my own voice acting?
#305
Well most everything technical about your scene has been pointed out already...

but from an AGS perspective, a character walking around with that kind of lighting pattern is going to stand out like a sore thumb.

Also, a palm next to a maple?
#306
Hmmm.  Welll I use XP.  I just did a reformat last week.  I wasn't running into any performance issues at the time...but I was running winamp and had just changed the output driver so as not to conflict with ags.
#307
I guess I just like to make a lot of user interfaces that don't rely on static regions filled with statically located objects.  Anyway, it seems that increasing the number could allow for more complicated on-screen effects that aren't local to a specific rooms.
#308
QuoteWell, of course, 100 overlays would make the game run like a tortoise...

People regularly have many more than 10 objects on the screen in the form of objects, characters, etc.  I don't see why on a 3 GHz machine with an nvidia graphics card I should have a problem displaying 100 tiny image files on the screen.  And also increasing the maximum number does not mean anyone would be using 100 all the time if ever.

QuoteIf they're static (in AGS) then they can't also be dynamically part of the game settings.

The game is compiled when you hit the test button.  Therefore there's no reason why a constant to be compiled in that code could not be set by the user before compiling.

QuoteAnyway, I guess more overlays would be reasonable even though I never use them myself. You can use GUIs or even characters for the additional overlays if you must.

Maybe if you used them yourself you'd start running into the cap and realize that it's not nice to always be coming up with creative and more difficult implementations to simple problems.  Shouldn't the cap be set at a level well beyond regular use?  10 is such a small number.
#309
I know, but I didn't want to repeat the experiment!  All I can remember is that I had just changed some script in the GUI button detection section.
#310
went to test game, and my computer shut down

I've never had this happen before in AGS or any other prog on this computer

there's not much chance of finding the problem in my situation but just somethign to keep an eye out for!
#311
So what will happen in my game if I just let this message list grow?  I didn't run into any problems in testing but I didn't play a long game either :P  I can easily put a cap on it but I'm curious if there is a built in cap, or if eventually the game will just crash, or if it will keep running fine forever.
#312
ok, but "button", "LEFT", and "buttonreleased" must all be of type int.  So how could button==buttonreleased if we just determined that button==LEFT
#313
strazer,

you're not answering the right question...but it's only due to my poor wording.  im trying to detect mouse release over a character or overlay, not an AGS GUI.  i said GUI because my graphical user interface is composed of those makeshift parts :P

by the way...how does this part make sense?

Quoteif (button == LEFT) {
    if (button == buttonreleased) {

And another overlay suggestion is I think it would be great if we could animate overlays with a loop like we can everything else
#314
QuoteYou only have to save the screen once. Only restore the screen continously.
If you save the screen continously, of course the drawn stuff will be saved too.

Actually...I think it is better to save the screen continuosly, because many screens involve animations...and your method would freeze all animations while the GUI is up.Ã,  My logic previously was a bit flawed....I've got it working now with continuous screen-saving (with animated background and no trace-line left).

New question on this same topic:

1) any way to check if there is a mouse-over of a character or overlay, or do I need to check this by coordinates?

2) any way to check for mouse-released, or do all my events have to be based on mouse click?
#315
I'm scripting a GUI like that used in NWN.  For those of you who aren't familiar, let me explain:

Right clicking brings up a series of evenly spaced globes in a circle around the current mouse location.  There is a globe for each possible option that can be chosen based on what was clicked.  At this time, the cursor disappears and is replaced with a line going from the origin to the current mouse position.  Releasing over one of the globes selects it.  If there is a sub-menu, that menu will open; else the option corresponding to that globe is executed.  When a globe is moused-over, the title appears below this option menu.

There are a few things I don't know how to do:

The biggest problem for me right now is having the ray which goes from the origin to the current mouse position.  I can't use an overlay to draw a line for some reason which would be really nice.  Instead I have to use RawDrawLine -- whenever the GUI is up, I save and restore the screen continuously so as to allow the line to move.  But the problem with this is that I can only save 1 screen!  So when I close down the option box, I've still got a line left!

It would be nice if I could create graphic overlays for all the same things I can do with RawDraw.  It would also be nice if there was not a limit of 1 saved RawScreen.  I think maybe sometime in the future you'll be able to rotate an Overlay which would solve the problem but I can't do that now.

So it seems that my only option is to create something like 50 or so sprites depicting a line at each angle and then compute the angle between the origin and current mouse position (using a math plugin) and use that to choose which sprite to display!
#316
while I'm on the subject of graphic overlays, will they support alpha channels in the next version?  I'm really looking forward to that.  Right now I'm trying to use characters as overlays but that has it's own issues.
#317
Well I think the restriction of 10 overlays is really quite harsh and I'd like to request that it be upped.  A value of 100 I think would solve most problems, but I think a value of 1000 would be a fair number. 

Still, I wonder...why do these restrictions exist?  Even if arrays are being statically defined...why can these not be part of a game's settings?
#318
What did you change about your game?
#319
General Discussion / Re: Film Eff ups
Wed 09/03/2005 16:02:21
I just remembered another mistake in LOTR.  When the riders of rohan surround the fellowship then ride off, somebody's sword falls right out of its scabbard and nobody notices.
#320
Critics' Lounge / Re: Jedi C&C
Wed 09/03/2005 15:59:39
Nice edit loom
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