Wall of text for dialog - can I select just the breakpoints?

Started by Tigro, Sun 28/04/2013 18:51:39

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Tigro

So in my game I'll have a few occasions where a character will have to proclaim a wall of text - is there any way to paste it all in one place and make the game auto-scroll through it, allowing me to select only which second the change should happen? I'm going to have a voiceover too and keeping each sentence in its own .Say() seems horrible since then, I'll have to cut my talking also which would most likely ruin the flow of speech. Can it somehow be done?

selmiak

copy cCharacter.Say(""); and paste it in for as many parts you want and then copy+paste the actual texts between the " " ?

Tigro

Yep, but the main problem is with the voiceover. Will I have to divide it into tens of parts? Like:

cCharacter.Say("&1 <one sentence>");
cCharacter.Say("&2 <one sentence>");
...
cCharacter.Say("&n <one sentence>");

? Isn't there some better way? Doing it like that, the speech loses all its flow and sound a bit like barking when the file is changing mid-sentence.

Scavenger

Use a sound effect for the speech, instead of Say (), and orchestrate the subtitles with SayBackground and Wait (). Just have the character loop their speech animation throughout. It'll look identical, and have no sound breaks.

Tigro


Khris

Scavenger, are you saying that calling .Say() will interrupt audio? That seems weird. Because if it doesn't one can simply use .Say().

Tigro:
Actually, I think this is a very bad idea.
Let's say I want to skip a part of the monologue. But that's not possible, since I can either skip the entire thing (if allowed) or sit through it.
Surely the wall of text does have some spots where a short pause wouldn't ruin the flow?

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