[workaround] Make a character speak really really fast

Started by Nahuel, Mon 24/10/2022 12:36:24

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Nahuel

Hey there everyone, I'm trying to create a character that sometimes, speak really fast.

I was testing using

Code: ags
  Game.TextReadingSpeed = 700;
  Game.MinimumTextDisplayTimeMs = 1;

But I would like to get the succession of words when trying to clarify that something is "cheap" but in reality is not like ("Well", "Not" "That", "Cheap") those 3 words, separated but super fast displayed
But each text displayed takes 1 second and I would like to have it in 500ms each or even 200ms.

The idea is to accomplish a very fast speaker character for (reading the small lines of a contract really fast so you can miss out some keys for that dialogue.

Any ideas how to accomplish that?

Thanks!

Life isn't a game. Let's develop a life-like-game.

arj0n

you have set: Game.MinimumTextDisplayTimeMs = 1;
but this should be Game.MinimumTextDisplayTimeMs = 500;  // or 200, as 1000 = 1 second

Nahuel

Quote from: arj0n on Mon 24/10/2022 12:59:42you have set: Game.MinimumTextDisplayTimeMs = 1;
but this should be Game.MinimumTextDisplayTimeMs = 500;  // or 200, as 1000 = 1 second

But I want the speech to disappear almost instantly. That does not change much the text display delay.  :-\
Life isn't a game. Let's develop a life-like-game.

arj0n

you might want to change the player.SpeechAnimationDelay to a lower number too.

Nahuel

Done that also change to 1 but makes no difference, I think the delay of the text (character letter displayed is calculated to wait a minimum time) because it's taking at least 1 sec per word for each ("Well", "Not" "That", "Cheap")  ???
Life isn't a game. Let's develop a life-like-game.

Crimson Wizard

According to the engine code, AGS calculates text display time as "time based on TextReadingSpeed" + 1 second. This extra 1 second is always there, regardless of whether text display time is smaller or larger.
Therefore you won't be able to achieve this using Game.TextReadingSpeed.

This may be achieved using SayBackground or custom overlays perhaps (combined with manually animating speech if necessary).

Nahuel

Okay I will try to achieve this with another view plus animate + throwing sayBackground lines and Wait(10)

Cheers
Life isn't a game. Let's develop a life-like-game.

AndreasBlack

try add short empty ogg speech files to the text, the text stays on screen as long as the speech files play, if i'm not mistakening.

Crimson Wizard

#8
Quote from: AndreasBlack on Mon 24/10/2022 15:31:39try add short empty ogg speech files to the text, the text stays on screen as long as the speech files play, if i'm not mistakening.

The players can turn the voice speech off in setup.

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