What is your preference for SetSkipSpeech()?

Started by Radiant, Sat 27/07/2013 14:03:48

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Snarky

I'd love to have an easy way to rewind/replay dialog lines, but I guess that would be pretty tricky to implement in general.

cat

#21
@Snarky, I don't think this would be too difficult. However, you'd have to use some kind of [tele]cEgo.SayCustom("bla");[/tele] function instead of the usual Say(). Would you be interested in such a module?

Edit: Strange, the forum's [tele][/tele] tag doesn't seem to work...

selmiak

could you configure right click while in a conversation to go backwards through the conversation. Could be really tricky/codeintensive as there is no normal in game option to do that.

Ryan Timothy B

Quote from: cat on Sun 28/07/2013 17:33:26
Edit: Strange, the forum's [tele][/tele] tag doesn't seem to work...
It's TT. 
cEgo.SayCustom("bla");

Radiant

Quote from: cat on Sun 28/07/2013 17:33:26
@Snarky, I don't think this would be too difficult. However, you'd have to use some kind of [tele]cEgo.SayCustom("bla");[/tele] function instead of the usual Say().
That doesn't seem to work with the dialog system, though.

cat

@selmiak: I thought about using backspace. Rightclick could be indeed a bit more complicated. Shouldn't be too hard to do. You need one ringbuffer for the last, say, 10 lines and another buffer for the messages yet to say. The only problem could be that a complete custom implementation of Say() might be needed...

@Ryan: Ah, then the button creates wrong tags.

@Radiant: Might be more difficult, but maybe there is way to work around. You can still use the dialog system and say all lines using the Say() function.

Radiant

Quote from: Ryan Timothy on Sat 27/07/2013 18:31:37
AGS 3.2 and beyond. You're looking for: Game.IgnoreUserInputAfterTextTimeoutMs
Well, unfortunately this blocks all user input, including move and switch-to-next-cursor commands, whereas what we're looking for is only a way to block accidentally skipping a line of text. I guess this is not an option then.

David Ostman

If there's speech I prefer the dialog just keeps going, since I'm assuming the designer has created a particular rhythm to the conversations.

If it's text only I don't mind if the text keeps going automatically, as long as I can hit ESC to pause it completely. With kids running around I often need to pause in the most inconvenient of times, and if it doesn't let me do this without skipping entirely, there's a chance the game loses me completely.

What I've done is I ask the player outright at the beginning how she wants it, and remind her that she can always go back to Options and change this.

Charity

I think the only reason to do 1 is if you have it synced to music or some other time related thing, but that doesn't actually save it from being annoying.  You need to make the player believe that it has to be that way to do what you are trying to do.  Easier in talky games, probably.  I agree that being able to skip the whole scene is a decent compromise here.

I am a slow reader and miss a lot when text goes too fast, so I always tend to default to 2.  If 3 is slow enough that I can comfortably read it every time, odds are half the time I will be treating it like 2, anyway.  I don't know what to say about what should be the default, but I think 2 should always be an option.

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