THRILLGATE - Graphic Adventure

  • #20, by gabartsWednesday, 28. November 2018, 22:14 5 years ago
    I've finally build up all the main interfaces, dialog stuff, menu and other basic programming.
    I was playing a bit with animations...

    Let say I have a 10 frames animation which I can play whenever I want. I'd like to stop at frame 6, display some text and then finish the animation. What's the easiest way to do it? I need to use a condition in a particular frame?

    In my case my character is looking in a pit and I have the full animation with him bending and then coming back to the stand position. I want him to stop and display text and then completing the animation.

    I know I can make a frame still longer and use action in it to display text (with a condition maybe), is the only solution?

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  • #21, by afrlmeWednesday, 28. November 2018, 23:06 5 years ago
    Let me get this straight...

    You want to animate a character doing something, then you want to stop on a particular frame & then display some text with a talk animation version of that frame & then after resume the rest of the animation?

    Split the animation into 2 animations. play the animation, change the character animation index or character outfit so that when you start the display text it shows the correct talk animation, display the text, play the second part of the animation.

    If you don't have talk animations, then you could just force the animation frame until the display text has done playing, but forcing frames only works for animations that are set to infinitely loop, though then again you could just update the global pause for each frame to something high, play a narration text, then reset it back to default delay value which should instantly resume the animation (untested method).

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  • #22, by gabartsThursday, 29. November 2018, 00:26 5 years ago
    you could just update the global pause for each frame to something high, play a narration text, then reset it back to default delay value which should instantly resume the animation (untested method).

    Yeah, I want somehow stop a frame of the basic animation, or maybe I can just make 2 different animation, one with the long frame and text and another just for the fast animation, who cares...

    I have now quite some material for a very short demo of the alpha stage, all seems fine so far apart a little bug with the interface/inventory (I think the problem is on the action on leaving of the interface. I've added a fade in + slide)

    I can post a video these days. Thanks

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  • #23, by afrlmeThursday, 29. November 2018, 00:56 5 years ago
    Animations["example"].AnimationPause = 100000

    you'd add something like that inside of an execute a script action part inside of the frame you want to delay. You would need to use narration text instead of a display text, because display text would force it to automatically swap to the talk animation. After the narration text you would add another execute a script with the same code, but with the number value set back to the default pause value for the animation.

    I still think splitting the animation up into multiple animations would be the cleaner solution.

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  • #24, by gabartsSaturday, 01. December 2018, 01:18 5 years ago
    Ok, everything is fine. The option "disable interaction during character animation" I have this set on "do not disable" but I think is not the proper way right?

    Because I'm using single cutscene stuff to disable cursor (so that the player doesn't click away from an hotspot during some animations). So I need to set to "for all animations" or this doesn't prevent the cursor appearing for example when animation+text is shown?

    Let say I have my character look something, say things, make animations etc etc is better using begin/end cutscenes or that option?

    Anyway, next step, buy the license smile
    I've read that in case of Visionare Studio 6 you need to buy another license or not? I suppose version 5 will be out for a while anyway...

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  • #25, by afrlmeSaturday, 01. December 2018, 11:51 5 years ago
    Sorry, just woke up, so I'm having a bit of a hard time trying to understand what you are asking in regards to cutscenes.

    Yeah, another license will be required for Visionaire Studio 6, but that will be a long way away. Probably a couple of years. VS 5 is actually included in the 4.x license because of the lack of updates & features VS 4 had, but Simon has been consistently updating VS 5 with bug fixes & new features. At the current rate it will probably be a couple of years before the next .x version unless Simon does something so ground breaking that it warrants instantly changing to a new .x version.

    The reason 4.2.5 skipped straight to 5.x was because Simon basically rewrote a lot of the engine, ripped out the horrible wxWidgets framework, wrote his own, & created a custom more modern looking GUI for the engine.

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  • #26, by gabartsSaturday, 01. December 2018, 16:06 5 years ago
    5 version, this one is far away better then the first one I've tried some years ago. Is really a must have software, the actual layout is very clean and easy to understand.

    I've seen there is a new feature, "curves", what's that?

    EDIT

    Just bought the indie SU license, I've downloaded the 5, not RC2 or RC0, is correct one? Installer say setup-full-small-5. I've overwrited my demo version.

    AUDIO PROBLEM solved
    -------------------
    I don't know why but once I delete the folder in local/app data and restart engine all is working perfectly. I've build the game without doing this and was not working. Now yes! smile

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  • #27, by gabartsSunday, 24. March 2019, 15:09 5 years ago
    Hello guys,

    I'm about 75% of my game demo release and I have weird bug.
    I have currently 2 dialogs, one is working perfectly, the other gives an issue when exiting.

    The issue is related to the left click function, basically when I exit dialog, left click stops working, I can only move the character but all the interactions with objects in that scene no longer work.

    I think is something related to this new dialog. I saw a similar problem here in the forum but no solution posted. Thanks for helping

    SOLVED
    ----

    I've found finally the LUA code I needed:   Interfaces["name"].InterfaceVisible = true/false
    No more annoying command buttons...

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  • #28, by gabartsMonday, 13. May 2019, 01:17 5 years ago
    The first trailer of the game is available on youtube! I've put together some takes of the developing stage but it's already all there. At the moment I don't know if I will release a little demo to play but will do for beta testing later...

    (Can I share the trailer in the community blog section also? Thanks)

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  • #29, by afrlmeMonday, 13. May 2019, 03:31 5 years ago
    The first trailer of the game is available on youtube! I've put together some takes of the developing stage but it's already all there. At the moment I don't know if I will release a little demo to play but will do for beta testing later...

    (Can I share the trailer in the community blog section also? Thanks)
    sure. don't need to ask.

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  • #30, by gabartsFriday, 27. September 2019, 11:44 4 years ago
    Guys, I've post in the blog, got the link of the post but cannot see it if I click in the blog section. Anyway, can you send me some example of how to manage game saves from the start of the game?

    I mean, I can load them only after a new game start but not at the main load of the exe file...

    THANKS!!!

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