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Messages - bokkers

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1
Sounds epic! How would I go about in MIDI or IT to get that effect?

2
Wow, that's an amazing upgrade yet again! Will try it right away. Thanks so much for your work on this. Our game project "V" is stepping up on the music part extremely, thanks to your work: the game will feature radio stations with different genres (just like in GTA), so if anyone wants to hear their favourite 70s or 80s tune in glorious AGI 4-channel sound, just hit me with your wishes. 

3
Arranging drums is so much fun now, thanks to the script and Sinus's great support.
Here's a tune that went through the MIDI 2 IT 2 AGI pipeline, with --auto-drum-offs set to 2:


4
Thanks man! That helps. Finally I got a workflow that lets me have drums. :) I use Sekaiju for the MIDI handling, then OpenMPT for the IT part. Together with your script I now have control over all 4 AGI sound channels for the first time. Amazing! :)

5
Hey hey my my, Rock N Roll is finally coming to AGI town, it would seem. :)

Thanks to the IT2AGI script, I have now produced an AGI sound file, with drum sounds converted from the original MIDI arrangement. Bass drum and snare already have good sounds / the right noise freqs, but I can't seem to control the length of the noise bit. How can I get these short and snappy sounds like in the KQ6 tune?

Here's what I have so far:

6
Thanks for the heads-up! That was a missing puzzle piece for me.

7
Thanks for the quick reply!

Tried an IT file, and it works like a charm. Thanks!

Is there a way to convert MOD to IT files? (No luck with OpenMPT so far...)

8
Tried the script on a number of Mod files, but keep getting an "Invalid IT header" error. Any ideas what I'm doing wrong?

9
Thanks for the in-depth explanation! Not much experience with IT, but that is an amazing feature. I'm doing lots of MIDI to AGI conversions at the moment, and haven't found a way to convert drums / properly use the noise channel yet. Does anyone know how to do that?

Will try the IT to AGI thing. Thanks for your contribution to the toolbox!


10
Right on! Does it translate drums to sounds on the AGI noise channel?

11
Hey folks, got nothing constructive to add, but I'd like to quickly cut some slack to AGI graphics, for the sake of completion. :)

Sure, the resolution could be higher. Jusk ask the NPCs from the AGI game I'm working on,... :) Like the original poster I also think that SCI graphics are a much better base for getting a bit more sophisticated in 16-color pixel art. I'm taking the challenge of trying to squeeze out SCI style things from the AGI engine at the moment, because why not try.

Definitely looking forward to trying out SCI after finishing my current AGI project. That being said, thanks for the warnings and heads-ups regarding the scripting language, seems to be an adventure in itself... :)

Nice that we have option to switch to things like AGS and Unity nowadays, if need be. Wasn't always like that. When I first discovered the AGI scene back in the 90s, it was sensational that a fan could get his hands on a professional game engine like AGI, giving your fanmade game the instant look and feel of some classic and genre-defining games. Find it kind of nice and also funny to see that people use a full-blown 3D-engine like Unity to produce 16-color, lo-res, parser-driven, 2D games in the year 2025. :) And why wouldn't we? Whatever works to make a game good.

Cheers from the pixel workshop!

12
AGI Community How To's & Tutorials / Re: Better dialogue in AGI
« on: May 10, 2025, 09:02:47 AM »
Great to hear. Will make sure it will be an adventure gaming feast, not just for reptile lovers... ;)

13
AGI Community How To's & Tutorials / Re: Better dialogue in AGI
« on: May 02, 2025, 08:09:45 AM »
Thanks for chiming in! Good points there.

I am now styling the dialogue with only print.at and a static portrait of the speaker next to it. That already greatly improves dialogue presentation and avoids confusion. Perfect solution for me, as I love the classic AGI look and feel and don't want to stray to far away from that. :) The display command is great for text in arcade sequences and special story events, and I will definitely use that add a couple speech bubbles to the game for dramatic effect.

EDIT: Here is what looks like.

14
AGI Development Tools / Re: WinAGI Version 3.0.0 Progress Updates
« on: May 01, 2025, 08:52:18 PM »
Right on! Gonna try it out this weekend. Thanks for your continuing work on this!

15
AGI Community How To's & Tutorials / Re: Better dialogue in AGI
« on: April 30, 2025, 06:21:06 PM »
Right on! Had totally forgotten about MUMG. Two interesting techniques in there:
1) The speech bubbles are great, just a static view cel and display commands on top.
2) There's also a "fake" text window with progressing text and an animation playing underneath. They set windows_remain first, then open up an empty text window, and then display single lines on top of that:
Code: [Select]
 
  set(f15);
  print.at("                                   \n\n\n\n\n\n\n",0,3,37);
  display(1,3,"There was an old woman");
  display(2,3,"   who lived in a shoe.");
Neat! Thanks for bringing up that game!

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