Global setting to make speech clickable (SOLVED)

Started by FamousAdventurer77, Wed 25/05/2011 04:37:03

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FamousAdventurer77

Instead of trying to tweak the speech speeds individually, how can I just make one global setting that all speech text is clickable so the reader can go at their own pace?
If you want to know the Bible's contents, just watch Lord of the Rings or listen to the last 8 Blind Guardian albums. It's pretty much the same thing.


FamousAdventurer77

That bit really addresses how the player can skip the speech (which I set to 0, mouse or any key) but not an option to just "eliminate" text speed and just make it clickable to go at your own pace (ie, Legend of Kyrandia 1.)

I guess if all else fails just use Game.TextReadingSpeed at 1 or something?
If you want to know the Bible's contents, just watch Lord of the Rings or listen to the last 8 Blind Guardian albums. It's pretty much the same thing.

FamousAdventurer77

Wait, that did nothing. I just entered

Code: ags

SetSkipSpeech(0);


and got a parse error. 3 looks like a better option but that didn't work either.
If you want to know the Bible's contents, just watch Lord of the Rings or listen to the last 8 Blind Guardian albums. It's pretty much the same thing.

TomatoesInTheHead

Works for me.

I just put
Code: ags
SetSkipSpeech(3);

in the game_start() function in the GlobalScript.

Where did you enter yours?

You can also set that option in the general settings if you never change it throughout the game:
It's the "Allow speech to be skipped by which events" setting, set it to "Mouse or keyboard"

monkey0506

If you try to call a function or set the value of a variable outside of any function then AGS doesn't know when you're wanting the code to execute. You can only execute commands (calling a function, setting a variable, etc.) from within a function, whether it's a custom function, a built-in function (like game_start), or one of the event handlers you linked in the editor.

FamousAdventurer77

Hmm I figured it belonged under a function but I didn't know which one (manual didn't say).
Alright, it's under function game_start() now and working.

Thanks!!

Quote from: TomatosInTheHead on Wed 25/05/2011 09:54:30
Works for me.

I just put
Code: ags
SetSkipSpeech(3);

in the game_start() function in the GlobalScript.

Where did you enter yours?

You can also set that option in the general settings if you never change it throughout the game:
It's the "Allow speech to be skipped by which events" setting, set it to "Mouse or keyboard"
If you want to know the Bible's contents, just watch Lord of the Rings or listen to the last 8 Blind Guardian albums. It's pretty much the same thing.

FamousAdventurer77

Quote from: monkey_05_06 on Wed 25/05/2011 10:24:02
If you try to call a function or set the value of a variable outside of any function then AGS doesn't know when you're wanting the code to execute. You can only execute commands (calling a function, setting a variable, etc.) from within a function, whether it's a custom function, a built-in function (like game_start), or one of the event handlers you linked in the editor.

Yep I figured, I need to stop coding attempts when my insomnia kicks in. I didn't know what function it belonged under or where else to put it...fixed now.
If you want to know the Bible's contents, just watch Lord of the Rings or listen to the last 8 Blind Guardian albums. It's pretty much the same thing.

monkey0506

Just FYI, you don't have to quote an entire post just to respond to it, and you also don't have to use multiple posts just to respond to multiple people. These things are actually both violations of the forum rules because it just clutters things up and makes the threads messier and harder to read. All you have to do is indicate who you're responding to, then say what you want/need to say, and we'll understand what you mean. That's the point of having threads in the first place.

Also, you can't expect the manual to tell you where to place every line of code. game_start isn't the only place you might want to change the way the player can skip speech. If game_start is the only place you're calling it, then you're better off just setting it in the editor, like Tomatoes told you.

FamousAdventurer77

Re: posting- noted.

Re: manual- it just gets really maddening because while I suppose I'm doing alright with figuring out where to put things myself, I think not enough basics are defined in there. The built-in tutorial is decent but needs some things added and/or clarified IMO.
If you want to know the Bible's contents, just watch Lord of the Rings or listen to the last 8 Blind Guardian albums. It's pretty much the same thing.

Khris

Here's a list of all AGS functions that are called directly by the engine:
http://www.adventuregamestudio.co.uk/manual/TextScriptEvents.htm

It details what they do and when they're called.

Keep in mind that the manual is primarily a reference, not a substitute for programming 101 :)

FamousAdventurer77

Last time I had a programming class...was 11 years ago, using Visual Basic. I remember bits and pieces from it which I've been able to apply to AGS. After 7 years of college and now grad school, my accounting career took over and my brain hasn't been able to process much else. This is something I've been wanting to pick up for years, and want to do it while I have the downtime and am not being pelted to death with tax returns and payroll forms.

But I will say that doing taxes seriously improved the skills needed to become at least a decent programmer; the things that tore my hair out towards the end of that class don't seem so complicated now and I was definitely bigger on art and writing at that time of my life.

Just picking it up as I go along with a mix of help from the forums (which I appreciate) and figuring it out on my own.
If you want to know the Bible's contents, just watch Lord of the Rings or listen to the last 8 Blind Guardian albums. It's pretty much the same thing.

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