[SOLVED] Background speech while animating with no modules/plugins.

Started by poc301, Wed 28/09/2011 21:42:53

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poc301

In the intro sequence for my new game, I want the two characters to be walking on the screen, having a conversation.  I don't want them to stop each time they talk.

I am using lip synch and speech portraits, along with voice acting.  I looked at the various modules available, and most look ok, but are missing one feature or another.  The one that I think fits most closely is Electroshokker's, but it doesn't do lip synching.

Lip Synch + speech portrait + voice acting + characters walking = happy me.

I figured one workaround was to create two dummy characters with the walkcycles of the 2 in question, and just have them walk while the 2 doing the talking are hidden on-screen.

Is it possible to code it in?  I didn't see any way to, but I figured I'd ask if it were possible to get my cake and eat it too without taking the cheap route of doppelgangers doing the walking in the game.


Thoughts or ideas?

Thanks,

Bill

Khris

I'm pretty sure that Lip-synch is only possible when using the Character.Say command, which is blocking.
In other words, you'd have to move and animate the characters in rep_ex_always.

If they're supposed to just walk straight, that's pretty simple; just change their frame and coordinates every few loops.

poc301

Thanks for the insight.  I actually got it working quite easily with very little 'fuss' using a combination of your and my idea.  In case anyone wants to do it, here is how I did it:

1) Create a duplicate character for any one you want to move while talking with the same views (I did 2 different characters in mine).
2) Hide the real characters somewhere so they aren't visible.
3) Move the fake characters to their movement point/points when the screen loads.
4) Animate any background stuff (mine had moving cars and people in a city-scene) in the repeatedly_execute_always() script in the global script file.
4a) Make this global script only run if the RoomProperty is true for that one room you're doing this in.
5) Set the room property value to whatever the global script checks for, and set it to true.
6) Make the real, and hidden, characters do the talking.

It works like a charm, and didn't take long at all to set up.

Thanks,

Bill

Monsieur OUXX

Which module were you referring to when you said "Electroshokker's" ?
 

poc301


Monsieur OUXX

Some time ago I asked (in another thread) if there was such a module with Sierra-style portraits, and the conclusion was that such a module doesn't exist. And now you seem to suggest that electroshokker does the Sierra portraits. I'm confused.
 

poc301

I dunno if it does or not, I assumed it did.  As soon as I saw "no lip-synching" I abandoned the idea since I need lip-synch for my game.

-Bill

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