Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Bavolis

#1
Hurray for western point-and-clicks! The art is amazing. Question: Do I have to stay on the good side of the law? :)
#2
The Rumpus Room / Re: *Guess the Movie Title*
Sat 06/04/2019 00:34:42
Quote from: VampireWombat on Fri 05/04/2019 13:05:08
Is it heresy that I don't even know for sure if I've seen the 2nd movie and that the 3rd is my favorite?

3 is a bigger cheesefest, but it was the time for it.
#3
The Rumpus Room / Re: *Guess the Movie Title*
Fri 05/04/2019 12:56:52
Quote from: TheFrighter on Fri 05/04/2019 08:42:48
Don Coscarelli's Phantasm II?
_

That's the one! Chainsaw duels and quad-barrel shotguns.
#4
The Rumpus Room / Re: *Guess the Movie Title*
Fri 05/04/2019 03:06:20
A classic:

#5
The Rumpus Room / Re: *Guess the Movie Title*
Thu 04/04/2019 12:55:03
If that's what I think it is, I saw that one in 3-d when I was a kid. Spacehunter: Adventures in the Forbidden Zone.
#6
AGS Games in Production / Re: The Witch House
Thu 11/01/2018 02:18:52
I love everything about this project.
#7
Quote from: Snarky on Sat 09/12/2017 08:02:38

Also, as a pro-tip, if want to always use that GUI and don't want to add the argument every time you call SayBubble(), you can edit the SayBubble() function in the module to add this line at the very top (should be line 967):

(In an upcoming version I'll add a default-GUI property to the module so that you won't have to do this.)

Thanks for the quick help yet again!
#8
Another small hiccup I'm having... if I have an inventory window open and look at an item, the saybubble appears behind the GUI(whereas the say function would appear in front of it). IS there a way to set an always in front priority? I don't see ever wanting to have the speech bubbles behind anything. Maybe it's already there and I missed it.
#9
Quote from: Snarky on Tue 05/12/2017 15:39:28
Bavolis, please don't redo the room:

I'll wait to see what you can find out - any way I can help, let me know. I thought maybe it was a screen position thing and tried moving the character all the way to the bottom of the screen and the bubble still appeared below him. It's worth pointing out that there's nothing complex going on in this room, too - it's just a straightforward cinematic with lots of says.

EDIT: Snarky solved my problem - it was due to a normal view being tiny when what was being displayed in the idle view was proper sized. It comes as no surprise that the issue was on my end, but I appreciate the troubleshooting to help me find my mistake!
#10
Great news on the first solution! Sorry, I've been at work all day, so just now getting to answer. Here are the details:

1024x768 is my game resolution and the room size.

These are the settings I changed (in the global script):

Code: ags
  SpeechBubble.BorderColor = Game.GetColorFromRGB(255,255,255);
  SpeechBubble.BackgroundColor = Game.GetColorFromRGB(0,0,0);
  SpeechBubble.BackgroundTransparency = 20;
  SpeechBubble.PaddingTop = 8;
  SpeechBubble.PaddingBottom = 5;
  SpeechBubble.PaddingLeft = 15;
  SpeechBubble.PaddingRight = 15;


I didn't change any of the code outside of the global script settings.

The two speaking characters are at:

397, 752 <--working fine
552, 483  <--this is the one having problems. The character's top Y coordinate is at 185.

Line positions (Winfillow only because Snipshadow is working fine):

Code: ags

cWinfillowFace.SayBubble("&1 You'll have a much bigger name than that."); <--BOTTOM
cWinfillowFace.SayBubble("&2 We have much to discuss.");<--TOP
cWinfillowFace.SayBubble("&3 No. You are me. Now listen..."); <--TOP
cWinfillowFace.SayBubble("&4 You must meet me at the peak of the Knobbly Crook."); <--BOTTOM
cWinfillowFace.SayBubble("&5 O'Sirus the Could Have Been...");<--TOP
cWinfillowFace.SayBubble("&6 O'Sirus the Never-Was..."); <--BOTTOM
cWinfillowFace.SayBubble("&7 Both are apt names."); <--BOTTOM
cWinfillowFace.SayBubble("&8 Horse."); <--TOP


I had some problem with the first room being corrupt and had to recreate it. If you don't see any reason for this bug, I can go ahead and redo this one too and see if that fixes it. This is my second oldest room that's gone through a few AGS updates.
#11
Everything's working very smoothly with only a couple of minor hiccups I'm trying to sort out. They may be on my end:

1. I have one cinematic scene where a floating head is in the middle of the screen. For some reason, it keeps shifting the SayBubble between above and below the character. I thought maybe it was a text length thing, but it puts some short ones on the bottom right next to long ones and then go back to the top for the next line. I don't seem to have any other characters with this problem. In the following example, all the SnipShadow lines play above his head, but cWinfillowFace alternates (but not in any kind of pattern) Here's what it looks like:

Code: ags
function room_AfterFadeIn()
{
cWinfillowFace.SayBubble("&1 You'll have a much bigger name than that.");
cSnipShadow.SayBubble("&10 Gah! Spooky voice has a spooky face. Perfect.");
cWinfillowFace.SayBubble("&2 We have much to discuss.");
cSnipShadow.SayBubble("&11 Who are you? Are you me?");
cWinfillowFace.SayBubble("&3 No. You are me. Now listen...");
cWinfillowFace.SayBubble("&4 You must meet me at the peak of the Knobbly Crook.");
cSnipShadow.SayBubble("&12 Right. Sure.");
cSnipShadow.SayBubble("&13 Um. I'm just going to head back home now.");
cWinfillowFace.SayBubble("&5 O'Sirus the Could Have Been...");
cWinfillowFace.SayBubble("&6 O'Sirus the Never-Was...");
cWinfillowFace.SayBubble("&7 Both are apt names.");


2. The text displays fine when I've got voices turned on, but if I turn them off in the game options, the larger text boxes close way too fast, even if I set my game text speed to 1 (which should be 1 character per second, if I'm not mistaken. The default 15 closes extremely fast. I'm not sure if this is due to AGS 3.4 or this module.
#12
Awesome! Definitely going to play with this one. Thank you! :)
#13
I remember being worried about my game getting the votes needed and Steam pushed it through faster than expected. I'd give it some time.
#14
Completed Game Announcements / Re: Neofeud
Tue 28/03/2017 13:49:55
Congrats! I remember seeing this one as a first screenshot up for critique, so it's very cool to see it now with a launch trailer.
SMF spam blocked by CleanTalk