Author Topic: How to have a conversation during an animation in a cutscene  (Read 70 times)  Share 

Hey, so I'm currently doing the intro to my game, and it's pretty simple, I have an animated background (which is an object) looping, and some narration text. My problem is that I want this to be a cutscene, i.e. no mouse movement or opening of inventory (I'm using the BASS template so to open the inv you just hover over the top of the screen). My problem is that when I try to use eblock in the animation, the text just doesn't show up. How can I fix this?

Khris

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If you start an animation with eBlock and eRepeat, the game will essentially hang forever.
You need to use eNoBlock.

With that out of the way, are you displaying narration text or trying to implement a conversation? And how are you displaying the text?
Can you show some code?

Also, if you use a fully transparent character and .Say() to show the text, this will also block the game. So not sure what the problem is.

The narration text is basically a conversation with just one character, and I know the game is blocked during the dialogue, but if I want to do something else to the intro, like play some other animation, have more time between lines, make an object appear or whatever, wouldn't that unblock the game and make the mouse appear?

Also, I'm having a problem with the text, for some reason even though I have it all the way on the left it's not taking up the whole screen, like, instead of having one line the lenght of the screen, it shows two lines at half the length. How can I disable this?

Khris

    • Lifetime Achievement Award Winner
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    • I can help with scripting
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    • I can help with translating
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  • Khris worked on a game that was nominated for an AGS Award!
It really depends on what exactly you're doing. If you insert oIntro2.Visible = true; into your dialog script, the game won't get unblocked at all. If you put a WaitMouseKey(80); in there, it won't unblock the game.
Of course if you exited the dialog, then continued later based on a timer, that would indeed give control back to the player, but I'm a bit confused tbh; usually people have the opposite problem: they ask how to make all this non-blocking. What you are trying to do is pretty much the first thing people try: just drop stuff into the function in sequence.

As for how spoken text appears on screen, it depends on the speech style you're using. LucasArts style will have a maximum width, and afaik you can't change that. But there are of course other ways to show text, like using an Overlay.