Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: barefoot on Fri 22/04/2011 08:30:21

Title: SOLVED: Dialogs: can we have a SayAt for text positioning?
Post by: barefoot on Fri 22/04/2011 08:30:21
Hi

This is not a die hard question but i would like to find out if it is possible to have like a SayAt when character speaks in a dialog option. as below. At the moment it all works ok but the say text is a bit off with the text preceeding the dialog starting. Object 1 is spoken by cwizard with the SayAt option so it has a position.

Maybe a SpeechOffsetX and SpeechOffsetY value or similar display options would be good in future editions.

@1
wizard2:Candle
  object[1].SetView(15);
  object[1].Animate(0, 3, eRepeat, eNoBlock, eBackwards);
wizard: Wrong! Prepare to be sent back Magrid!
   object[1].SetView(15);
   object[1].Visible = false;
   cwizard2.ChangeRoom(22,207,135);


barefoot


Title: Re: Dialogs: can we have a SayAt for text positioning?
Post by: Khris on Fri 22/04/2011 14:21:39
For now you can do:

@1
cwizard2.SayAt("Candle", ...);
   object[1].SetView(15);
   object[1].Animate(0, 3, eRepeat, eNoBlock, eBackwards);
cwizard.SayAt("Wrong! Prepare to be sent back Magrid!", ...);
    object[1].SetView(15);
    object[1].Visible = false;
    cwizard2.ChangeRoom(22,207,135);


Not ideal, but at least it's possible.
Title: Re: Dialogs: can we have a SayAt for text positioning?
Post by: barefoot on Mon 25/04/2011 10:37:03
Hi Khris

I'll give that a whirl at some point

cheers

barefoot
Title: Re: Dialogs: can we have a SayAt for text positioning?
Post by: barefoot on Tue 26/04/2011 06:44:29
Hi

Just redone code.. I should of guessed it was that..

cheers Khris

barefoot