There is one kind of speech style that is not included which is lucas arts with a text box background. I would want it for my next game.
What LucasArts game are you trying to emulate?
Im saying that they should have a text box like for narrator speech and use it around the characters text above there heads. just like lucasarts-style speech but with the words in a text box.
That makes little sense. I mean, I understand what you're suggesting, but picturing it in action makes little sense.
It's not exactly customary, but I think it's reasonable for him to want his speech displayed that way. Personally I wouldn't use it, but I'm all for customizability.
Well, of course, a module could do it. Basically, its a simplistic kind of speech bubble.
Yeah, you could use the Display commands to do it, and position them using the DisplayAt (or something) function. Not that hard, but really, the thing is, when you have LSC speech in a background box it's not speech anymore, it's a narrator box.
Well, that's the conventional thing, at least. Which is why there's no such supported option. But like SSH said, pretty easy to do yourself. But you'll confuse the hell out of the player.
I posted first which inherently means I called dibs on it! Back off evil fiend! :=
Lol. Actually even if I did work on something like this I wouldn't start right now...right now I'm going to sleep. Then when I wake up I have to fumigate the house so I won't even be around my precious computer for a minimum of 4 hours. If you have some ideas/the incentive/the time feel free to make a module Andrew (I'm really just jealous ;))
I've added speech bubble capability to my Hypertext module (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=29358.0) so this perhaps meets your needs, now...
That works good. But it would be better if there was a way to allow you to set it constantly for all the characters. Its pretty hard to use it on dialoge speech. and it might be easier that way.
Quote from: joelphilippage on Thu 14/12/2006 13:30:32Its pretty hard to use it on dialoge speech.
Yeah, that's the problem with all custom speech functions. Rather than trying to implement all these suggestions, maybe CJ should really look into allowing script functions in dialog script (http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=550).
Or generally provide a post and pre hook into all the built-in functions ;)
If I recall correctly, the DisplayTopbar() function does mostly what you require.