Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: Radiant on Mon 24/10/2005 17:22:08

Title: Dialog picture position
Post by: Radiant on Mon 24/10/2005 17:22:08
Hi there!

I seem to recall the possibility in AGS to specify X and Y positions for the portrait that pops up in Sierra-style speech. But I can't seem to find it in the manual. Does this trick exist? Or maybe it was just a feature request?
Title: Re: Dialog picture position
Post by: Shane 'ProgZmax' Stevens on Mon 24/10/2005 18:37:59
SetGameOption(option, int value) with one of these settings should do what you want:

// OPT_PORTRAITPOSITION  Speech portrait side (0=left, 1=right, 2=alternate, 3=xpos) 
Title: Re: Dialog picture position
Post by: Pumaman on Mon 24/10/2005 19:50:07
I don't believe that there is any such setting, although it is something that should probably be added.
Title: Re: Dialog picture position
Post by: Radiant on Tue 25/10/2005 00:39:39
Quote from: Pumaman on Mon 24/10/2005 19:50:07
I don't believe that there is any such setting, although it is something that should probably be added.

If it's not too much trouble, I'd appreciate being able to set X and Y position for the portrait and for the accompanying text box (a possible effect would then be to show the portrait in the center and the text underneath, for instance).
Title: Re: Dialog picture position
Post by: Shade on Tue 25/10/2005 14:59:32
i have another thing. i wanted to use the sierra-style speech in my game but found out that it is not really customizable. e.g. the x and y positions of portrait and text or different expressions, etc...
i made a similar speech style with a little trick and were much more flexible.

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=22666.0
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=23011.0

i think the possibility to have different face expressions should be added to the sierra-style speech.

~}Shade{~
Title: Re: Dialog picture position
Post by: Radiant on Tue 25/10/2005 20:57:56
Quote from: ~}Shade{~ on Tue 25/10/2005 14:59:32
i think the possibility to have different face expressions should be added to the sierra-style speech.

That's easy, just use "run-script <var>" and in the dialog_request function, do a SetCharacterSpeechView (EGO, var);
Title: Re: Dialog picture position
Post by: strazer on Tue 25/10/2005 21:40:26
Or just use the "set-speech-view" dialog script command.
Title: Re: Dialog picture position
Post by: Ashen on Tue 25/10/2005 22:54:33
The problem with that is (as mentioned in the threads ~}Shade{~ linked) you have to create a seperate view for each expression. The ability to use different loops with Sierra-stlye speech would be a nice addition if it's not already on the tracker.

EDIT: Ah, I thought it was, just couldn't find it. Thanks strazer.
Title: Re: Dialog picture position
Post by: strazer on Wed 26/10/2005 00:06:42
http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=200
Title: Re: Dialog picture position
Post by: Shane 'ProgZmax' Stevens on Wed 26/10/2005 05:25:32
Could this suggestion be altered to allow you to set the speech loop outside of dialogs as well? That's far more useful imo than just in a dialog itself (for scripted cutscenes and spoken descriptions).  Maybe just adding a new variable to characters called loop that overrides internal handling for speech loops?  Obviously this would be more difficult to work with in lucasarts mode but it could be done (not sure how difficult it would be to implement an isspeaking function, but with it you could easily switch loops based on character face direction and whatever other factors you desire).
Title: Re: Dialog picture position
Post by: Janik on Wed 26/10/2005 05:52:24
I agree - odds are that to implement speech loops, a new variable would need to be added to the character struct anyway, presumably "cCharacter.SpeechLoop" to go with cCharacter.SpeechView.
Title: Re: Dialog picture position
Post by: Radiant on Wed 26/10/2005 08:39:53
Well, it would be nice to make my characters' speechloop #4 in the same loop as their walking animation. Saves requiring three views for each character and cluttering up the viewlist.

(and same request for blinkloop, of course)