(Solved)Teach me, please! How to make a Sierra style talking GUI on my Game Over

Started by Herooftime1000, Fri 27/04/2012 20:42:28

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Herooftime1000



See that image of Discord? I want to make a GUI of Discord talking and taunting you on the game over screen in Sierra style. How exactly can this be done? I don't know where to start.

Ghost

Not too hard. I'd make a GUI and put a button on it, then make a view holding the character's animation, and then animate the button (looping). The rectangle could hold a label to display the text. That would be the basic idea- how much help do you need in creating that?

Alternatively, you could dispose of the "text box" and just make the dragon a character. Place it on your Game Over screen and use the normal talk functions- much more convenient.

Very cutesy designed character, by the way- I like it a lot!

Herooftime1000

Quote from: Ghost on Fri 27/04/2012 22:32:03
Not too hard. I'd make a GUI and put a button on it, then make a view holding the character's animation, and then animate the button (looping). The rectangle could hold a label to display the text. That would be the basic idea- how much help do you need in creating that?

Alternatively, you could dispose of the "text box" and just make the dragon a character. Place it on your Game Over screen and use the normal talk functions- much more convenient.

Very cutesy designed character, by the way- I like it a lot!

Er, well, thanks. But it's not my character at all.

Anyways, that's beside the point. Is there a way I can make the button fit the lip sync of the game? I want it to talk and say what is on the text box. Is that possible?

Herooftime1000


Got it working the way you wanted it to.

But how to make the button talk like a speech view. Hmm.

Ghost

Quote from: Herooftime1000 on Fri 27/04/2012 22:42:57
Is there a way I can make the button fit the lip sync of the game? I want it to talk and say what is on the text box. Is that possible?

No. You can animate a button and you can display text on a label on a GUI. But AGS can not make a button sprite "talk" lip-synched.

Khris

The other way is to draw the box on the background and use an actual character instead of a button. Even if the box moved, you wouldn't have to use a GUI.

Something like:
Code: ags
  DrawingSurface*ds = Room.GetDrawingSurfaceForBackground();
  ds.DrawImage(0, 150, box_sprite_number);
  ds.Release();
  cGameOverPony.ChangeRoom(player.Room, 30, 150);
  cGameOverPony.SayAt(...);

Herooftime1000

Quote from: Khris on Sat 28/04/2012 13:12:47
The other way is to draw the box on the background and use an actual character instead of a button. Even if the box moved, you wouldn't have to use a GUI.

Something like:
Code: ags
  DrawingSurface*ds = Room.GetDrawingSurfaceForBackground();
  ds.DrawImage(0, 150, box_sprite_number);
  ds.Release();
  cGameOverPony.ChangeRoom(player.Room, 30, 150);
  cGameOverPony.SayAt(...);


Ok, I did that and it works like a charm... almost. Discord isn't moving his mouth and the text box GUI is interfering.

Is the fact that I am using a SierrawithBackground speech interfering with this?

Ghost


Herooftime1000

Quote from: Ghost on Sat 28/04/2012 20:48:11
Switch to LucasArt style speech, that should do the trick.

Can you switch speech styles in script? I don't want to get rid of Lucasarts style in the whole game. It ruins the speech boxes I made for the characters.

Ghost

Quote from: Herooftime1000 on Sat 28/04/2012 21:11:01
Can you switch speech styles in script?

Yup, that's possible (wow, I didn't know that!)

From the manual:

SetSpeechStyle(SpeechStyle)
Changes the way in which speech text is displayed. This modifies the setting originally set in the editor. SpeechStyle can be:

eSpeechLucasarts - speech text over character's head
eSpeechSierra - close-up portrait of character
eSpeechSierraWithBackground - close-up portrait + background window for text
eSpeechFullScreen - QFG4-style full screen dialog pictures

Example: SetSpeechStyle(eSpeechSierra) will change the speech style to a close up portrait of the character.

Herooftime1000

Quote from: Ghost on Sat 28/04/2012 22:51:31
Quote from: Herooftime1000 on Sat 28/04/2012 21:11:01
Can you switch speech styles in script?

Yup, that's possible (wow, I didn't know that!)

From the manual:

SetSpeechStyle(SpeechStyle)
Changes the way in which speech text is displayed. This modifies the setting originally set in the editor. SpeechStyle can be:

eSpeechLucasarts - speech text over character's head
eSpeechSierra - close-up portrait of character
eSpeechSierraWithBackground - close-up portrait + background window for text
eSpeechFullScreen - QFG4-style full screen dialog pictures

Example: SetSpeechStyle(eSpeechSierra) will change the speech style to a close up portrait of the character.

Well, I think we all learned something today! All right! My cutscene is working like I envisioned it!
Thanks of the support! Peace! :-D


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