Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: Dualnames on Sun 20/12/2009 13:50:32

Title: Question: Sierra Style Speech
Post by: Dualnames on Sun 20/12/2009 13:50:32
There's this thing going on for many versions of AGS (at least till 3.1.2) that when a GUI is open and Sierra Style Speech is displayed the text GUI (if Z order is set properly) will be in front of the GUI, so that's cool, BUT the character (as all characters do that), will appear behind the GUI. And well, I know there's a workaround, but I was wondering is there any chance that this will get (or even got) fixed?

I'm not demanding, just wondering here.
Title: Re: Question: Sierra Style Speech (video showing problem)
Post by: Dualnames on Sat 26/12/2009 16:08:30
Sorry to double post, but it is to indicate exactly what I mean in my previous post.


Important:
Here's the video. The "gold" animation that will fade in from fully transparent, is a GUI. The narrator ("old man with beard apparently"), speaks using Sierra Style Speech via the Character.Say command


Watch
(http://i133.photobucket.com/albums/q53/JustLedZep/untitled1-1.png) (http://www.dailymotion.com/video/xbn85p_sierraspeechprob_videogames)
Title: Re: Question: Sierra Style Speech
Post by: magintz on Sun 27/12/2009 23:45:46
I just wrote my own function to perform Sierra style speech to have a lot more flexibility. I wrote it all to initiate upon player.Speak. This could potentially bypass any issues you want as it's your own GUI.

Sorry if this doesn't help, I'll post some code when I'm not tired and/or away from home.
Title: Re: Question: Sierra Style Speech
Post by: Pumaman on Tue 05/01/2010 22:37:02
Yes, in a future version I plan to add a Z-Order setting for the speech text so that you can define which GUIs it goes in front of/behind. But that won't happen for AGS 3.2 I'm afraid.
Title: Re: Question: Sierra Style Speech
Post by: Dualnames on Tue 05/01/2010 23:56:20
Quote from: Pumaman on Tue 05/01/2010 22:37:02
Yes, in a future version I plan to add a Z-Order setting for the speech text so that you can define which GUIs it goes in front of/behind. But that won't happen for AGS 3.2 I'm afraid.

Okay. Thanks for your answer. There's a workaround of course, but I sort of wanted to know. Sorry for the multiple threads, I tried to keep some consistency.