How can I define a width for spoken text in lucasarts style? [SOLVED]

Started by kinan___rod, Tue 22/09/2015 11:43:22

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kinan___rod

I know it is a very stupid question, I just couldn't find it anywhere!

Slasher


Snarky

You would use Character.SayAt(), which lets you set the width of the text. If you don't want to position the text manually, you could as slasher says make a function that does it automatically (using character position and height to calculate it).

kinan___rod

Thank you both but I already know I can use "say at", I was actually asking about a way to change the width for dialogs text, but I am guessing now that it is a very traditional thing to use "say" command inside dialogs instead of what AGS offers naturally, I was actually avoiding that, thought it is better to keep all of the text in one place to make it easier to edit it later.
Sorry for my bad English and thank you for your help!

Monsieur OUXX

It has always been a big dilemma when using AGS' dialog editor: To simply type the lines of text, or to explicitly write "player.Say" at every line.

The latter allows you to use a custom "Say" function, while the first doesn't.

But I think I remember there are ways to use a custom Say function without too much hassle, I just don't remmeber exactly how. Search the forums.
- I found this : http://www.adventuregamestudio.co.uk/forums/index.php?topic=51443.0 but I'm not sure if it has been implemented since then.
- There is also the Speech center that dealt with the "custom Say function" paradigm : http://www.adventuregamestudio.co.uk/forums/index.php?topic=45622.0

Read these threads and you will know more.
 


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