Broadcasting / text without a source [Solved]

Started by Ookki, Thu 12/02/2009 08:47:28

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Ookki

Hello! This is my first post on the forum so I hope this isn't the most stupid question asked.  :)
I've been playing around with AGS for a day or two now and have come up with a little problem considering text on screen. I'm using the "all text is speech" mode and it's all fine except for one thing. I'd like an alarm clock to alarm when I interact with it. Now the two ways I've come up with at the moment are: Display, which is stupid because then it's my main character saying it and doing a talking animation and DisplayAt, which I don't like either because I don't want to have a text box as it kinda takes away the feeling of a clock alarm.

The goal I'm aiming to is simply a red "RING, RING, RING" text in the top middle of the room, giving a impression that the whole room is filled with noise.

Thank you, I hope you understand what I'm talking about. I'm having somekind of minor "writer's block" at the moment. :D

Ubel

One way to do this is using overlays. You can learn more about them in the AGS manual. You could also create an invisible puppet character, which you can place somewhere in  the room. Then you can make him say "RING, RING, RING" and the text will appear where the character is situated. This is a bit easier to do than overlays but less organized in the editor. In the game itself there is no difference.

There are really a bunch of other ways to do this, like making your own GUI that you can use for all kinds of similiar text effects but that's probably too much hassle if you only need this for the alarm clock.

Ookki

#2
Thanks! I really quick reply from you. I'll have to look at these overlay-thingies. I tried to search the manual for an answer before posting but I couldn't find the right words I guess. "Text" and "Text without boxes" didn't really get me anywhere. :D

EDIT: Yup the overlay was an easy and working method. Thank you!

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