Colonel's Bequest style Speech.

Started by ALPHATT, Sun 11/01/2009 16:01:18

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ALPHATT

I have an important question.

How should I attempt to put a small animated 'portrait' in the same box where the speech goes?

Heres a screenie form the colonel's bequest to show what I'm thinking of.



in this screenie she's not talking, but you get what I mean.
/sig

Ghost

You could just make a GUI with a button to hold the portrait graphic (and animate the button) and a label to hold the text. You'll need to change text manually, since you can't use the character.say functions then, but I think it'll work quite okay.

ALPHATT

yes I've thought about that. But it would generate unwanted work.
/sig

Dualnames

Quote from: ALPHA2T on Sun 11/01/2009 18:46:52
yes I've thought about that. But it would generate unwanted work.

Not really. You can create a function like this(I name the label lblmsg you replace that however you name it, and the button that contains the image as btnshow, and imagining the GUI is named gDialogDisplay):

function Sayeth(this Character*,String msg) {
gDialogDisplay.Visible=true;
lblmsg.TextColor=this.SpeechColor;//keep that if you want text colour to be taken from the character who is saying the line
lblmsg.Text=msg;
btnshow.Animate(this.SpeechView,0, 5,eOnce);//change to erepeat if you want to repeatedly do animation, and it's also taking character's speech view.
}

Never really played laura bow so from what you've saying I'm trying to give you a hand.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

ALPHATT

Thanks Dualnames I'll see what I can do.
/sig

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