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Messages - Dave Gilbert

#41
Been working on this for a year so figured an In Production thread was due!

Wadjet Eye is super proud to present: Old Skies!



Trailer
https://www.youtube.com/watch?v=oqhuyKIy9-U

Story
Time travel is real and history is up for grabs! Playing as Fia Quinn, a time agent for the ChronoZen agency, your job is to keep close watch on seven travelers who have the desire (and the bank accounts) to sightsee in the past. Some are simply curious. Others have unfinished business to resolve. And they've all put down a lot of money for the trip, so it's vital that you keep them happy while ensuring they follow the rules. But what could go wrong? It's only time travel, after all.

Written & Programmed by: Dave Gilbert
Backgrounds and sprites: Ben Chandler
Music: Thomas Regin

Features
•    Seven time periods to explore, from the speakeasies of the Prohibition era to the vicious gangs of the Gilded Age to the World Trade Center on September 10, 2001.
•    High resolution 1920x1080 graphics. (That's three times higher than Unavowed!)
•    Puzzles that require temporal thinking to solve.
•    Death! You CAN die in this adventure game, but time travel means you can try again. And again. And again.
•    Musical score by Thomas Regin, the composer for Unavowed and the Blackwell series.
•    Professional voice acting with Wadjet Eye's largest cast yet.

More news as it comes!









#42
Nothing to add, except that this is a feature I would *love*. Testing sound effects is often a pain, because I often make small changes to the source file (making it shorter or longer or adjusting volume or whatever) and having to delete and reimport the file each time is a lot of extra work!
#43
Hi. I recompiled in the latest version of 3.6, and I still get this error:

QuoteSpeechBubble_0.8.0.asc(1149): Error (line 1149): '.ViewportWidth' is not a public member of 'System'. Are you sure you spelt it correctly (remember, capital letters are important)?

But again, when I set "script compatibility" to 3.5.0 Alpha  it compiles fine.

Is there a way to workaround this or should I continue using the script compatibility setting?


EDIT:

OK this was pretty simple to fix. Just do a mass search and replace for the following instances

Replace System.ViewportWidth with Screen.Width
Replace System.ViewportHeight with Screen.Height
Replace GetViewportX() with Game.Camera.X
Replace GetViewportY() with Game.Camera.Y

Once you replace all those, it compiles perfectly with Script Compatibility set to "latest version".
#44
To be fair, a lot of my memory has been overwritten by pandemic panic.
#45
Ah! That did it. This happened the last time I updated Speech Center. I just forgot. I even asked this exact same question on this thread two years ago.  :D

Thanks!
#46
Hello! I upgraded to this latest version of Speech Center, but when I boot up AGS (version 3.5.1, latest beta) I get this error on startup:



I can click through this window, and the game loads in the editor, but the plugin no longer installed.

I adore this plugin and use it constantly, so any help is appreciated! Thanks. :)

-Dave
#47
Cool! Thanks.
#48
I upgraded to AGS v3.5.1.7, and when I compiled I got the error:

"SpeechBubble_0.8.0.asc(1132): Error (line 1132): '.ViewportWidth' is not a public member of 'System'. Are you sure you spelt it correctly (remember, capital letters are important)?"

Setting script compatibility to 3.5.0 Alpha allows the game to compile properly.
#49
Worked like a CHARM! Thank you.  :=
#50
Hiya! So I encountered a problem. Hopefully it's easy to workaround.

I've been using the SayBackgroundBubble() command to display non-blocking conversations. It works fine, unless I leave the room while the bubble is still on the screen.

If I do that, I get the error ""ScriptOverlay::Remove: overlay is not there!"

It feels like the game automatically removed the bubble from the screen when I left the room, but the command to remove it is still queued up.

I have tested this by waiting for the conversation to be finished (with no bubbles on the screen) before changing rooms. The game did not crash.

Any light shedding appreciated!

Thanks,

-Dave
#51
Thanks! This worked! :D
#52
Hello! Quick question. I would like to have my speech bubbles display when a GUI is up on the screen. Right now they display behind the GUIs. Is there a way to set the zorder of the bubble?
#53
Oh i adore Jessica's music! Hung out with her at GDC a few years ago. Super cool person.
#54
Hello! I have encountered another issue, although I am not sure what causes it. I notice that when I click through dialog, occasionally the game registers an extra click and either clicks through the next piece of dialog or (if it's the end of the dialog) activates a click where-ever the mouse cursor happens to be. This happens only very sporadically, but consistently (at least once every five minutes or so) and there's no common cause that I can see.

When I de-activate the bubbles and go back to regular speech, the problem goes away. So I am pretty sure it involves the bubbles in some way. Do you have any idea what might cause this to happen?
#55
Aha! Figured it out and found a workaround! I just set the tail to this shape:

Code: AGS

function setNozzoTail()
{
  _nozzoTalkTail = new String[10];
  _nozzoTalkTail[0] = "XXXXXXXX";
  _nozzoTalkTail[1] = "        ";
  _nozzoTalkTail[2] = "        ";
  _nozzoTalkTail[3] = "        ";
  _nozzoTalkTail[4] = "        ";
  _nozzoTalkTail[5] = "        ";
  _nozzoTalkTail[6] = "        ";
  _nozzoTalkTail[7] = "        ";
  _nozzoTalkTail[8] = "        ";
  _nozzoTalkTail[9] = null;
  SpeechBubble.set_TalkTail(_nozzoTalkTail);   
}


And that did the job!
#56
I'm using the latest version of AGS. I'm still at the early stages of my project so I still update it when ever a new version comes out.

edit: Wait, so you can change the shape of the tail using those arrays? I was wondering what those were for. I'm curious how that works. Is there any documentation on how that is done?
#57
Woo. I managed to find a work around. I created an invisible character for the radio guy that changes it's position just before it speaks, and used the regular "SayBubble" command instead of "SayAtBubble." The positioning is much more consistent now.

Also I discovered the Screen2Gif software:



That said, I still would like to remove the bubble tail whenever the radio guy speaks!  Any clues on how to do that?
#58
Hello! Experimenting with this module and really digging it so far!

I naturally have a question about something. In my (1080 x 1920 resolution) game, the player character is communicating with someone by radio, and I wanted to give the radio guy his own bubble. I created a function that sets the radio guy's bubble position 300 pixels behind where the player is standing. Here are the results.

at player.x-300:


at player.x+300:


As you can see, the second speech bubble is significantly further away than the first. Any idea what is causing that?

Also, while I'm here, is there any way to temporarily get rid of the bubble's tail?

Thanks much!

-Dave
#60
Sorry I didn't see this until now. I don't know why I didn't get the usual notification!

Anyway, no it's not time critical. I am only just starting a project so it will be awhile before I need voiceover. Is this something specific to my computer/setup? Is there anythign I can do in the interim to get it working? I imagine others will be having this problem as well.
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