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Messages - Joseph

#61
I would like to know too how to do this.
#62
Im double-posting, I know...I already edited my last post, so if I did it again...it could be confusing!

Ok, so I tried

function repeatedly_execute_always()
{
  //Set character fonts and speech views
  if (cRoger.Speaking)
  {
      SetTextWindowGUI (16);
      Game.SpeechFont = eFontRogerSpeech;

  }
  if (cEgo.Speaking)
  {
      SetTextWindowGUI (7);
      Game.SpeechFont = eFontEgoSpeech;

  }

}

It works...BUT...since I have an "if" statement, it will only change the speechfont after the character has already spoken once, so that the next time the character speaks, it changes OK.

Is there a way to make it so it checks the dialog script and changes the font BEFORE the player speaks (not to check IF  the player speaks).

Know what I mean?
#63
Hi KhrisMUC,

Ok, I placed this line in GlobalScript.ash:

import function changeSpeechFont();


I placed this line in GlobalScript.asc:

function changeSpeechFont()
{
 Game.SpeechFont = eFontDialogOptions;
}

The I tried calling it in my dialog like this:

// Dialog script file
@S  // Dialog startup entry point
EGO: "Excuse me...!"
ROGER: "Hey, whats up!"
return
@1
 cEgo.SpeechView = 15;
 cEgo.BlinkView = 16;
changeSpeechFont();    <------------------------placed it here
ROGER: "Im Roger."
 cRoger.Name = "Roger";
EGO: "Where's the can?"
ROGER: "...yeah, its down the hall..."
 cEgo.SpeechView = 5;
 cEgo.BlinkView = 6;
return
@2
ROGER: "Bye."
stop

I get this error:

Dialog 0(18): Unknown command: changespeechfont(). The command may require parameters which you have not supplied.

In my fonts, I have 6 in total so far. I named my 3rd font (4th if you include Font0) "3: DialogOptions". Its scriptID is eFontDialogOptions.

It is a font I imported myself (a TTF).


I tried inserting "Game.SpeechFont = eFontFont1;" as your suggestion in the dialog, however I get this error:

Dialog 0(19): Unknown command: game.speechfont = efontfont1. The command may require parameters which you have not supplied.

Thanks for your help, amigo :)


EDIT:

I tried this, and this works (but Id much rather do this in a simpler way and not have to manually place these lines each time I want to change the font of someone speaking)...seems like I NEED to place a "tab" before the script line, like this:


@2
  Game.SpeechFont = eFontDialogOptions;               <--------tabbed
ROGER: "blah blah blah."
  Game.SpeechFont = eFontSpeech;                          <--------tabbed
EGO: "blah blah blah."
  Game.SpeechFont = eFontDialogOptions;               <--------tabbed
ROGER: "blah blah blah."
  Game.SpeechFont = eFontSpeech;                         <--------tabbed
return

Now, everytime "Roger" speaks, its speech font is set to eFontDialogOptions...and evertime "Ego" speaks is set back to eFontSpeech.

What would be the best way for me to accomplish this, without having to type in those lines after each dialog line?
#64
Yeeehawww! Howdy padnah's!

I got this to work inside a dialog:


// Dialog script file
@S  // Dialog startup entry point
EGO: "Excuse me...!"
ROGER: "Hey, whats up!"
return
@1
 cEgo.SpeechView = 15;
 cEgo.BlinkView = 16;
ROGER: "Im Roger."
 cRoger.Name = "Roger";
EGO: "Where's the can?"
ROGER: "...yeah, its down the hall..."
 cEgo.SpeechView = 5;
 cEgo.BlinkView = 6;
return
@2
ROGER: "Bye."
stop

When I call to change the speech + blink views, no problemo! BUT...if I try to change the speech font, it doesnt work. I tried placing Game.SpeechFont = eFontDialogOptions; into my dialog above...doesnt work!

SO...I believe (from the manual, if I understand), I made a function and placed it into my global script asc. I tried calling that inside my dialog, but that didnt work either :

function changeSpeechFont()
{
  Game.SpeechFont = eFontDialogOptions;
}

(I then placed "changeSpeechFont;" inside the dialog above.

What am I missing? Im sure its something simply small...


Ps: And I didnt quite understand this thread: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=38171.0
#65
Thats some good advice amigo.

First step: learn ags properties
Second step: ?
Third step: Rule the world.

I just have to figure out step 2 and Im all set!
#66
hmmm....interesting! Ok, Ive got 2 good solutions now, this helps a lot. BTW, Monkey, thats pretty sneaky...I like it!

Thanks to the both of you guys  ;D





Ive said it before, but Ill say it again: I like turtles.
#67
Yo peeps!

I remember a place somewhere in the forums (Ive looked and for the life of me I cant find it again...ahhhh) where a guy asked what to do in the case of displaying hotspots labels. I know how to do this ok, however, I have a small little prob:

Say theres a character the player hasnt met yet, when you hover your mouse over it, it displays that character's name...how can we change this so that before displaying the character's name (cause its unknown until you talk to the guy), it displays "stranger". Of course, once you ask "who are you" or "whats your name"...well, the next time your mouse hovers over the character hotspot, NOW it will show that character's name, and no longer "stranger".

Does this make sense, DUDES?

;D
#68
yooooo!!

Hey Khris! Yea, I tried windowed and full screen + directx9 and directdraw5 in all the possible combinations...same shee-ot!

I can only get full screen + windowed to work (for directx and directdraw) if there are NO filters selected.

Hey Gilbert,

Ok, so I downloaded the 9c version, and installed it...no luck! I will make a dual-boot with windows XP 64 bit and test it out on that partition.

Ill let you know if I can get it to work.

ps: I like turtles.
#69
Hi DUDES and uh....dudettes :P

Ive got a new computer with this card: ATI Radeon HD 4650...and whenever I try to run my game (in any res) with any of the filters (2x, 3x, etc)...I get an error saying that my card doesnt support it (something like that).

The thing is, its a new card! (?). Ive got windows vista 64 bits, and directx 10 is pre-installed.

In the manual it says I need directx 9...since my system has 10, Im figuring its ok? I wouldnt think its the drivers either, since I bought the computer like a month ago.

What do you DUDES (or dudettes, hehe) think the problem might be? Is it cause I smell bad??

Thanks in advance, you friend forever JOSEPH :P
#70
This might be a stupido question, but I was wondering if there was a possibility to have your game in ags...but then for a mini-game, it "switches" to a 3d mini-game (and using torque 3d or something).

How would one go about doing something like this...90% is a 2d game in ags, but there is a mini-game that needs 3d, so it switches...when you're done, it goes back to the 2d game.

If this doesnt make any sense, just somehow find where I live and kill me. Thanks.

#71
What do you think of this as a solution?

I was thinking of warnings, such as if the player clicks on the outlet with his fork, a message goes "that wouldnt be wise"....the player ignores this, and does it anyways.

i say, in this istance, the player deserves to die!

There is also the "autosave" feature...you could implement that in the game so every 5 minutes or so it autosaves to a directory of your choosing...and done in the background. That way its not annoying for the player to manually save the game himself, and you get to keep your death scenes.
#72
Interesting...good to get some feedback.

No, I assure you Im not stupid, LOL! It was just for getting an idea, I dont think I will ever really actually DO that!

Getting friends + family is fine, I always wondered however how much it would have been.

Dazj, if you dont mind me asking: Where did you find your actors? Are they family + friends, or had auditions with "pros"?
#73
Hi, its me again ;D

Has anyone here hired voice actors in any of their games? How much can one expect to pay, on average, for voice acting? For an average to full length game, how much do you think it would cost for a 30+ character game? (ps: some characters can be played by the same actor)...

Is it realistic to expect to budget under 1000$ for voice acting? ( Im talking about hiring good voice actors, not big-shot hollywood names or amateur crappy no-names).

Anyone know about this area?

Ive checked VoiceActing 123 which is pretty cool, but I wanted to know from inside AGS if anyone had experience going thru the hiring process of voice actors.

Chow!!
#74
Greetings amigos!

Ive read a few threads on the option of having 2 styles of dialogue at the same time...I believe someone even posted a link to having that feature in the "tracker".

Pumaman wrote in a thread  back in 2004 I think..."So what you're asking for is for the Lucasarts-style character animation, but with a Sierra-style text box with the speech in it? Sounds like a reasonable request."

Does anyone know the status of this feature, now that we are a good 5 years later?
#75
I was wondering your thoughts on what exacly makes a point and click adventure game...Great.

What kinds of things must be present...and absent...so that while you are playing you are totally immersed...and when you finish you just want to play it again and again!?

I was thinking one of the things that is a "must" is the choice of music, for example. What I personally hate are puzzles that are too linear...like only 1 way to solve a puzzle. I also am a fan of dying in a game cause it can give "tension" if you never know whts going to happen. I hate the fact some games dont "kill you", it kills the "tension" (in my opinion).

Care to post your thoughts? It would be interesting to have people's opinions on this!
#76
I wasnt aware of the String.Format function...thats exacly what I needed. All is ok now.
#77
Hola Amigos!

My first attempt at a weird script thing:

Im trying to get this script to work correctly, but I can't seem to make it work.

If I do this, everything is just fine--->
DateTime *dt = DateTime.Now;
Display ("The time is: %02d:%02d:%02d", dt.Hour, dt.Minute, dt.Second);

But what are the "script rules" if I want to display the exact same thing, but with DisplayAt? What I mean by rules is...the "grammatical priority" of brackets, /", {}...etc.

Im getting mixed-up with where to put the parenthesises...Ive tried many many varations without any luck and I think my brain is gonna blow! LOL

For example, this doesn't work--->

DisplayAt (700, 400, 370, "The time is: %02d:%02d:%02d", dt.Hour, dt.Minute, dt.Second");

???
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