Background 'say'

Started by theatrx, Thu 08/02/2007 05:44:10

Previous topic - Next topic

theatrx

I know this has been covered in a whole bunch of places but I'm still not getting the answer to my problem.

Setup:Ã,  I have twenty characters doubled as 'objects' so the characters can 'talk' while the objects are animating while they are talking with overlaps... this is a good thing.

The 'characters' view is transparent so the spoken words happen where they are supposed to happen over their counterpart 'objects'.

I've done the 'in the background thing' but am forced to put a 'wait' statement in so that you can actually read what they are saying.Ã,  The wait statement stops the actual movement which is not good.Ã,  What I like is that the spoken is overlapping during the speech before and after.

I've looked at Strazer's module and although it's very cool it still doesn't do what I want... It allows one spoken... Not good.

I've also looked at the overlays and that still doesn't quite work correctly...

The two central characters 'CJ' and the player (at least in this point of the game)Ã,  have to be in the forefront... Meaning they can interrupt and talk while all this other stuff is going on.

So how do you get all this 'action' happening in the background without interupting the foreground.

Personally, I could have gotten this to work if there were more than 20 timers but I've exhausted those already.

Can't there be more timers?Ã,  Like a shitload more!!!

I exhausted 8 timers on one sequence and I did two of those because they looked so cool. (5 characters in the scene and three talking while moving) two moving during idle moments... so it looks great... I think.

The concept of timers is a great way out of this problem but a better way out of the problem is maybe the concept of a 'background' character that gets to do stuff without interrupting what's going on in the forefront... No matter what he/she says or does... they could move, talk, whatever and the action never stops.

I've thought about doing a 'multiple' object, which would include all the 'animated' objects.... animating when they are supposed to and then interpolate the 'spoken' word in timed intervals.Ã,  This could work but it is a lot of work.Ã,  It seems there should be a simpler way... The spoken 'words' would not be a said comment but more like artwork 'imposed' on the scene.Ã,  Seems possible.

I have to say that working on this new game, I have learned so much about the AGS engine and scripting (which I didn't want to do) because it seemed so daunting.

Chris... you're brilliant... and moderators... I don't know how you do it.Ã,  So many questions... New modules coming out all the time.Ã,  Growth... change... inspiration.Ã,  You guys are incredible.

My track record is bad I know. I did a game. The first one. I got upset... frustrated... asked a lot of stupid questions... posted in the wrong forums... I know I know.

I still think this platform is incredible.

I have been foraging through with this project (my new game) to creating an interactive tour of the downtown where I live for our Downtown Business Association.Ã,  What this means is... I'm using AGS for 3D rendering with actual 'real' people as the characters.Ã,  I bought this new program Poser 6 which will allow me to put the shop owners face onto a figure.Ã,  I'm using this in my new game.

I know you're all going to say I'm a Photoshop whore and I guess I am.Ã,  Do you actually know how hard it is for you to get something worthwhile out of photoshop?!Ã,  But my concept is to build an actual city and have a walkthrough... and be able to talk to everyone in the city.
Okay I'm ranting but I hope you get the picture.

One other thing, I'd love a magnifying glass view during the drawing of 'Walkable areas' and 'Walkbehinds'. It's very hard to get the pixel thing to work when you can't see the pixel.Ã,  I'm getting old.

Can anyone help on the background speak thing?Ã,  Many thanks.

THEATRX

Here's a screenshot of the room in question





Life is a banquet and most poor sonsofbitches are starving to death

Gilbert

I didn't have time to read all of this yet, but if you don't want to use Wait() or waste all the times (there're limited number of timers, too), you may just use variables to double as timers.

For example, just declare an array of integer, say:

int bgspeechtimer[20];

in repeatedly_execute[_always]():

int ii=0;
while (ii<20){
  if (bgspeechtimer[ii]>0) bgspeechtimer[ii]--;
  ii++;
}

Then, whenever you need to start a background you may check if a specific "timer" variable is zero, if it's not zero then do nothing, if it's zero you can start the speech (and set the "timer" variable to the number of game loops  to pass before displaying another line).

SSH

My DeNGVaT module has named timers in it:  http://ssh.me.uk/moddoc/DeNGVaT
12

theatrx

I thought we were on the same page.Ã, 

I wasn't.Ã,  Again.

I originally thought that when R E was called it was from the Global Script.

Then I got to thinking...how stupid that there are only 20 timers in a whole game.

That's when it dawned on me that each room has an R E factor.

I am SOOOOO dumb.Ã,  Sorry.

The last room works perfectly now that I have moved all the previously 'game global functions' into their correct rooms.

Guys bare with me on this one.

There was no where in any tutorial that said where this was supposed to happen other than Repeatedly Execute.

Sure... I saw the room Repeatedly Execute but I didn't put two and two together... So I'm a dope. Sorry... Again!

I'm so sorry for wasting your time asking about more than 20 timers... although more than twenty would be really great!

So is anyone up for beta testing this little monster?

I finished the second to last room tonight with the speaking "say.background'" and it works perfectly... Although I'm thinking about shortening the timers since I don't really care if you read it or not... It's just a bunch of in jokes for the moderators and people that are regularly on the Forums.

Again, Thank you all for all your help.Ã, 

I am so happy that I've just about finished another AGS game.Ã,  It it so time consuming. Yet totally envigorating.

Steve
Life is a banquet and most poor sonsofbitches are starving to death

SMF spam blocked by CleanTalk