Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: lafouine88 on Sun 14/02/2021 12:04:08

Title: 2 small dialog issues[solved]
Post by: lafouine88 on Sun 14/02/2021 12:04:08
Hey guys
I'm facing 2 small issues about dialogs, does'nt seem so hard, maybe someone could help me :)

1) For one cutscene, I'm using a fade out. Then I want something to be said during the black screen, and then it comes back to normal with fade in. Problem is, when it's faded out, dialogs don't show. Any trick to handle this?
->I want to avoid moving the character to a blank room because I have a lot of roomloads/room first loads etc. that could create potential bigger issues since I didn't have this in mind when I created them. If it's possible I would reaaly prefer to stick to the room I'm in,"turn the lights out" with a fade, say the line(with audio speech) and then turn the light back on.

2)I'm playing 2 characters with an icon to switch from one another (DOTT style). Sometimes, they still talk to each other(even though they never are in the same room). But the lines of the charcater that is not being played (he's on a different map) appear above his current position on the map, which is pretty random. I would like to have the lines of the "absent" character always being displayed on top of the screen, and centered. Again, it's a detail but would add some accuracy to my game.

Thanks a lot again :)
Title: Re: 2 small dialog issues
Post by: Cassiebsg on Sun 14/02/2021 21:49:57
1) Either create a GUI with a full black BG or use an Object with full solid black, then "fade" this using a transparency +1 inside a while loop.

2) use character.SayAt instead of Say.  ;)
Title: Re: 2 small dialog issues
Post by: lafouine88 on Mon 15/02/2021 08:41:25
1)...very simple and clever😛

2)I don't know why I didn't see this one. I only saw "displayat"

Thanks a million,have a good day