How can we control how long the talk animation plays? The duration of the talk animation seems to be tied to the length of the dialogue sentence.
I'm trying to make the talk animation continually loop for as long as the dialogue sentence is on-screen -- is there any way to do this?
I'm sure there're easier ways, but if none present itself you could always make your own custom function, from which you start the animation, position some text in overlay or DIsplaySpeechAt accordingly, and then only stop the animation and clear the text once some X time has passed (the formula AGS uses for calculating this length is somewhere in the Wiki, in Strazer's Tidbits) OR when player clicks/presses a key. Add a couple more checks if you want speech, and voilà  , a function all yours to control.
As a simpler but not perfect workaround, you can extend the animation by adding spaces to the text. Yes, it goes by character length. Also, you can use the Font Editor to create a character that's practically empty, and add a lot of that.
Ayuh, a good solution. Again, you can make a function that automatically adds umpteen white spaces for you. Mind you, though, that it's only good if you're not using Sierra-style speech with background, that'd draw the box with the space for the empty spaces - not good. Any other style, though, would be perfect with Radiant's suggestion.
The length of the animation is tied to the length of time that the sentence would remain on-screen if "auto-remove speech" is enabled. To increase it, adjust game.text_speed to a higher number.
QuoteI'm sure there're easier ways
Quoteadjust game.text_speed to a higher number
It's great to be right! ;D