Game remains playing while sierra style talking is happening

Started by canavan, Sun 10/08/2003 02:22:06

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canavan

Is there a way to keep the game in play while a character is talking with sierra style speech, instead of the screen locking while the talking animation is playing? ... to basically keep waking, etc, controrl with the player character while anohter chracter is talking... with sierra style?

TerranRich

No. I believe Sierra-style speech is always blocking. To have non-blocking speech, you must use LucasArts-style speech (over the head).
Status: Trying to come up with some ideas...

Ginny

Hmm, perhaps this could be done with creating a custom GUI for Sierra speech, setting it's visible property to "Always" ("Normal" in version 2.56) and in the game_start function, use:

GUIOff (x);

Where x is the number of the custom Sierra speech GUI you created.

I don't know though, this would only make sure the game isn't paused, not if it blocks the rest fo the game.

I think terranRICH is right.
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MachineElf

In King's Quest II VGA+ they had Sierra speech while moving characters on screen, but they might have "cheated" in some way, by showing text on a normal GUI, making it look just like the in-game-speech.
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stryker

Excuse me if I interfer with the thread, but:
i didn't know that it's possible to make a non-blocking lucas-style speech.
I mean, everytime I look at and hotspot, even if "skip speech" is "can't skip" (like in lucas games should be), the character just stands here and talks, without moving even if I click somewhere.

And another question that may be related to the above one: when i click on some hotspot and activate an event, the character walks in that direction. But if i try to block the action and detour the charater somewhere else, i find the action, once started, cannot be stopped (like in sierra games, but dislike lucas and discworld). is it possible to set-up the thing so the event, once started, can be stopped by another (i mean: while the player is walking to approach a hotspot and perform event, if i click somewhere else, i want the chaacter to abort the previous action and perform the one i just clicked).


thankyou

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Pumaman

Quote from: stryker on Mon 11/08/2003 21:49:32
Excuse me if I interfer with the thread, but:
i didn't know that it's possible to make a non-blocking lucas-style speech.

You do this via the DisplaySpeechBackground command.

Quotewhen i click on some hotspot and activate an event, the character walks in that direction. But if i try to block the action and detour the charater somewhere else, i find the action, once started, cannot be stopped (like in sierra games, but dislike lucas and discworld). is it possible to set-up the thing so the event, once started, can be stopped by another (i mean: while the player is walking to approach a hotspot and perform event, if i click somewhere else, i want the chaacter to abort the previous action and perform the one i just clicked).

It is possible, but takes some roundabout scripting. Basically, when the player clicks somewhere, you store the mouse co-ordinates where they clicked, then start them moving towards the destination.

You then have to check in repeatedlY_Execute to see when they get there, and then run the interaction for that location.

stryker

Thakyou very much! The code for the non-blocking actions works very fine.

Sadly, the displayspeechbackground doesn't fits very well for many reasons. Hope the "all specch is background" option will be aviable on next version of ags (i saw it on the "future" doc).

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