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Messages - Dave Gilbert

#61
I don't know myself. Hopefully @SpeechCenter can answer.
#62
So even though I got the plugin to load, the sound files no longer play properly. I press the "play" button, then an "error playing" message appears and no sound plays. Here's a screenshot of what happens:



All the speech files are present in the speech folder. The game runs fine when I compile it.

I am using the latest version of the plugin and the latest version of AGS 3.5.

Any help appreciated! :)

-Dave
#63
Sorry! I thought I replied here. I figured out the solution. I right-clicked on the speech center DLL, went to properties, and selected "unblock."
#64
Hello! So I decided to try out the latest version of AGS today and snuck the latest version of this plugin into the installation directory. When I load up AGS, I now get this error:



Any ideas on why this happens?

Thanks!

-Dave
#65
He returns! Good to have you back. :)
#66
I found another bug in the plugin. Sorry to keep multi-posting. The developer of this plug-in doesn't seem to be working on it anymore, so i figured I'd post it here so others are aware.

If Speech Center is in edit mode and you compile the game, AGS freezes. So be sure to SAVE the game (to get out of edit mode) before compiling.
#67
Triple posting! Sorry to keep posting in this thread, but I discovered a bug and a workaround that folks might be interested in hearing.

So I noticed that one specific room script wasn't being picked up by the module. I was tearing my hair out trying to figure out why. I noticed that when I commented out the majority of the lines in the script, it got picked up. Naturally the room in question was one with LOTS of lines, so after about an hour of commenting and uncommenting later, I discovered the cause!

The culprit was this line:
Code: ags

cVicki.GSay("So what do we do about her?");");


I mistakenly added an extra "); at the end of the command. This is something that the compiler ignored, but the Speech Center plugin did not. I removed the offending code and it now works perfectly!

Edit: I've tried contacting Gilad by PM and email, and have had no reply. So I guess it's safe to say he is no longer actively working on the plugin? Does the source for this exist anywhere?
#68
Hey! Finally playing around with this. I'm really digging it so far, but is there way to tell the module to NOT use a talking view for background speech? I use portrait view for all my characters and the module keeps changing the character sprite to the portrait. Thanks in advance! :)

edit: Aha! Nevermind. Figured it out. I do have another question. Is there a way to set the position of the background bubble? There is an option to set the position of the standard bubble, but not the background one.
#69
Also there's one odd discrepancy I noticed when exporting my VO lines. (sorry for the double-post)

Here's a sample from a script (exported into Word):



As you can see, only SOME of the lines have the "Player:" line before the dialog, while others do not. I did some digging and discovered why.



The player's lines that got exported to the script are the lines that are checkmarked as "show" in the editor. I would like ALL of the player's lines to be exported. Is there a way to do that? The player characters isn't voiced, which is why I didn't write include their lines in the dialog itself.

Any help appreciated! Thanks again. This module is absolutely indispensable!
#70
Quote from: SpeechCenter on Thu 23/06/2016 20:18:15
Quote from: Dave Gilbert on Thu 23/06/2016 15:57:57
So I have been using this plugin for four years now and had no problems. I would seriously be lost without it. Today, sadly, I have hit a snag.

My game has a lot of background conversations (e.g., non-blocking). It got very complex very quickly, so I created a system that generates them fairly quickly. I've created an array of structs called bgConv, with each struct in the array containing the character, the line to be spoken, and the audiofile name (currently "null" until I get the VO in). I created a command, attached to the struct, called "convSetup" which is used like this:

Code: ags

    BGconv VillageEye2;

    function BGsetup()
    {
        VillageEye2.convSetup(cEli, "Do these drawings on the wall mean anything to you, Mandana?",null);
        VillageEye2.convSetup(cMandana, "I can not decipher their meaning, but I do get a sense of... reverence?",null);
        VillageEye2.convSetup(cEli, "Reverence. Like worship?",null);
        VillageEye2.convSetup(cMandana, "It is only a feeling.",null);
    }  


The plugin can pick up dialog that is called by global functions, but that doesn't seem to apply to functions that are subcommands of other objects (like structs).  Is there a way to enable Speech Center to pick up these conversations? Or should I cut my losses and just redo how the function works? In hindsight, I probably should have tested this out long before now.
Hi Dave, long time :)
I checked and indeed this option is not covered. I'll try to find some time to update this, but I cannot really say at the moment when I'll be able to do that. Is it possible for you to use a global function for now?

Quote from: Dave Gilbert on Thu 23/06/2016 20:28:49
Well, it will be a looong time before this game is ready for voice acting. At least a year. So if you think it will be addressed sometime before then I will keep going as is. Thank you!

Hello! So it's been a year and a half and I'm gearing up to start recording in a month or two. Any chance of this being addressed? Thanks again and apologies for the issue. :)
#71
I just want to say that this module is FANTASTIC. It's too late in my game's production to use it for my own, but I will definitely look into it for the next one.
#72
This is so cool! Is there any way to make these bubbles non-blocking?
#73
The ability to get and set the inventory x & y hotspot via the script would be handy!
#74
True! But the advantage of being able to change the property via script is that you can use it to determine IF the frame is already flipped.

Currently you can use: "if (frame.Flipped == true)" to determine if the frame was flipped via the editor, but if you change the frame with a DynamicSprite you won't be able to do that. Ideally, I'd like to be able to do this:

if (frame.Flipped == false)
{
    frame.Flipped=true;
}

Meaning I can check if the frame is already flipped, and if not - flip it!
#75
Just saw this thread. One property I've always wanted is the ability to do FRAME/LOOP FLIPPING! You can check IF a frame is flipped, but you can't actually SET the frame as flipped.

It would also be useful to flip an entire loop!

I'd also like a pony.
#76
Completed Game Announcements / Re: Neofeud
Mon 27/03/2017 21:41:50
Congrats, sir! Best of luck with the release. :)
#77
Well, it will be a looong time before this game is ready for voice acting. At least a year. So if you think it will be addressed sometime before then I will keep going as is. Thank you!
#78
So I have been using this plugin for four years now and had no problems. I would seriously be lost without it. Today, sadly, I have hit a snag.

My game has a lot of background conversations (e.g., non-blocking). It got very complex very quickly, so I created a system that generates them fairly quickly. I've created an array of structs called bgConv, with each struct in the array containing the character, the line to be spoken, and the audiofile name (currently "null" until I get the VO in). I created a command, attached to the struct, called "convSetup" which is used like this:

Code: ags

    BGconv VillageEye2;

    function BGsetup()
    {
        VillageEye2.convSetup(cEli, "Do these drawings on the wall mean anything to you, Mandana?",null);
        VillageEye2.convSetup(cMandana, "I can not decipher their meaning, but I do get a sense of... reverence?",null);
        VillageEye2.convSetup(cEli, "Reverence. Like worship?",null);
        VillageEye2.convSetup(cMandana, "It is only a feeling.",null);
    }  


The plugin can pick up dialog that is called by global functions, but that doesn't seem to apply to functions that are subcommands of other objects (like structs).  Is there a way to enable Speech Center to pick up these conversations? Or should I cut my losses and just redo how the function works? In hindsight, I probably should have tested this out long before now.
#79
So what happens if the user doesn't have that installed? Do the achievements just not work, or does the player get an error/crash? If the achievements don't work that's not the end of the world, but if it breaks the game then that is problematic.

Do more modern computers come with that installed already? If so, just how common is it (computers within the last 5 years? 10?) Needing GOG users to download and install another piece of software is a lot to ask of them, so if you could rebuild it with an earlier version that would probably be for the best.
#80
Oh. YES. My contact at GoG will be quite happy. :)
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