Sq6 style GUI!!how can i make it like that???

Started by DeadlyJynx, Wed 12/05/2004 19:04:50

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viktor

cool thanks  ;D
what an obvious solution. Duh...
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Drakmyth

"Unexpected end of archive. Either multipart or corrupt zip archive."

DeadlyJynx

#22
ok well an hour after the last post i made i figured it out...

a new problem is the font...

i cant findÃ,  it in the manual and i tried a few searches for this topic but nothing was what i needed

i want it like this :
Character whos speaking[one color and bold]
Message[another color]

theÃ,  file should work now for anyone whos still wanting to look at it

--This is not a sig... this a a bar.

Scorpiorus

Quote from: .:¿?expert noob?¿:. on Sun 16/05/2004 19:00:11
i want it like this :
Character whos speaking[one color and bold]
Message[another color]
To set characters color open Characters pane and adjust talking color.

As for messages, you have to create a customized text window and change its foreground color. See "Customized Text Windows" in the manual.

DeadlyJynx

i want it like this :
name of Character whos speaking[one color and bold]
Messageof character[another color]

sorry if i didnt explain it good enough...MY BAD :D :o :o ;D


--This is not a sig... this a a bar.

Scorpiorus

#25
Ah, then check out a DisplayTopBar() function in the manual. It is very similar to what you are after.

Example:
DisplayTopBar(100, 15, 16, character[EGO].name, "Hi, I'm Roger!");

DeadlyJynx

i tried it your way and many othersÃ,  but non are wut i want.
If you have played Space Quest 6 you would kmow wut im talking about if not

Here is a screen shot from the demo:

you see that the text is in the bottom left.

i also still cant figure out how to do it where
it showsÃ,  a message waits 5 secs=wait(200) then removes message not from game just takes it off the screen for a another message to come.
first thing i did was look in manual now im posting it

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DeadlyJynx

HEH HEH HE....
IF you say no Bmps
then i guess i should use Jpgs,gif,fla,swf,ect

hey i m stupidÃ,  ive been in kindergarden 3 times[I didnt get out of kindergarden till i was 6yrs old]
and I'm 18 now So BLAH :P :P :P :P :P :P :P

AND As you probably noticed or didnt notice I AM VERY SARCASTIC

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Scorpiorus

Quotei tried it your way and many othersÃ,  but non are what i want.
If you have played Space Quest 6 you would kmow what I'm talking about if not
Well, in that case you need to create a GUI and add two labels - one for the character's name and the other for what he is saying. Check out a SetLabelText(int gui, int object, string newtext) script function in the manual:
SetLabelText(gui, label0, character[EGO].name);
SetLabelText(gui, label1, "Stop talking to yourself dude!");
Wait(100); //wait a little


Quotei also still cant figure out how to do it where
it showsÃ,  a message waits 5 secs=wait(200) then removes message not from game just takes it off the screen for a another message to come.
first thing i did was look in manual now I'm posting it
Usually, you write Display or DisplaySpeech function one after another, but if you are after SQ6 style then you have to do it as follows:

SetLabelText(gui, label0, character[EGO].name);
SetLabelText(gui, label1, "blah blah...");
Wait(50); //wait a little

SetLabelText(gui, label1, "blah blah blah...");
Wait(70); //wait a little

SetLabelText(gui, label1, "Stop talking to yourself dude!");
Wait(100); //wait a little


With this approach you can make a simple function, so it will wait the necessary time before proceeding further:

main global script:

function SpeechSQ6(int CharID, string message) {

   int gui = GUI_NAME_HERE;
   int label0 = LABEL_NUMBER_HERE;
   int label1 = LABEL_NUMBER_HERE;
   
   int pause = 3;

   SetLabelText(gui, label0, character[CharID].name);
   SetLabelText(gui, label1, message);

   int timer=StrLen(message)*pause;
   while (timer>0 && IsButtonDown(LEFT)==0 && IsButtonDown(RIGHT)==0) {
      Wait(1);
      i--;
   }

   SetLabelText(gui, label0, "");
   SetLabelText(gui, label1, "");

}

script header:

import function SpeechSQ6(int CharID, string message);



talk to character:

   SpeechSQ6(EGO, "hey man!");
   SpeechSQ6(MAN, "hi Roger");

DeadlyJynx

ok As i am a COMLETE NOOB AS NOW IT SEEMS TO ME THAT I AM...
I cant get it to work
if its possible can u simplfy it for me ...
Eg; how to make it so that the label of char whos talkingÃ,  Ã, appears
then in an anotherÃ,  have the message...BUT .... How do i makeÃ,  it so that that it knows which label to use...Is there a way to define a label as to make it on for text to go into...

if i werent a noob i wouldnt ask but like most noob who have read the manual will say" IT is very Basic''

i hope you know wut im talking about ...
its still kinda likethat last post

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Scorpiorus

If you are asking how to link that script code with a GUI you have made, then take a look at these variables:

int gui = GUI_NAME_HERE;
int label0 = LABEL_NUMBER_HERE;
int label1 = LABEL_NUMBER_HERE;

Replace GUI_NAME_HERE with the name of your GUI, LABEL_NUMBER_HERE for the label0 with the number of label your want a name to be displayed on and LABEL_NUMBER_HERE for the label1 with the number of label to display the message on.

If you're having troubles making a GUI consult the manual about GUIs.

Actually, a stuff like SQ6 interface is somewhat more advanced so I suggest you to figure out the basics first. Read the manual and the AGS Beginners' FAQ. Feel free to ask if you have any specific questions.

Expert N°ºB²

k ty

il try it as soon as i can

and for sum reason i always seem to want learn the more advanced stuff
b4 the basics Wierd Eh

Drakmyth

Not really. The more advanced stuff always looks much cooler than the basic stuff and therefore naturally wants to be learned first. The fact is, though, that you just plain out can't do that because it doesn't work that way.

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