Technical question regarding a prologue and an epilogue

Started by phimseto, Sun 01/04/2012 15:58:15

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phimseto

I'm still searching the forums and FAQs trying to find my answer, but I am deep into a gamejam and time is of the essence.  I basically just got the "You carry a badge?" "Yes." "Good. Carry a gun!" treatment from my team.  I've written the story for our game, but I am not a programmer.  However, while our programmers and artists slave on the other parts of the game, I've been tasked with programming the intro and outro of the game.

We are using the Lucasarts 9-type template.

The intro and outro both consist of roughly the same thing:

- A black screen, nothing visible except for the text we choose to display.
- Text will appear, preferably centered toward the bottom, and larger than the character text.  The text shouldn't be spoken by the character.  Is it a matter of making an invisible character and having them talk?  I'm working along those lines right now.  Ideally, we'd like the text to be able to scroll across the screen and not feel confined as if to a character.
- Occasionally, pictures will fade in and out as the text tells its tale, so I need to know how to do that and how to position them where I want them on the screen.
- I'm guessing players will control the text (ie clicking to move it along) but if there's an option for autodialoguing it and having it appear/disappear over periods of time, I would love to know how.  

Thanks in advance for any help, and I will continue to peruse the tutorials trying to cobble an answer together.

Khris

The easiest way to fade arbitrary text or images is using a GUI Label or Button and fading the GUI. Search the forum for Tween module.
If you use a GUI (or multiple GUIs) as big as the screen, you can position the label(s) (for texts) and buttons(s) anywhere on the GUI by calling their .SetPosition function or directly changing their coordinates.

Regarding timing, look at the WaitMouseKey and Start/EndCutscene commands.

phimseto

Quote from: Khris on Sun 01/04/2012 16:22:12
The easiest way to fade arbitrary text or images is using a GUI Label or Button and fading the GUI. Search the forum for Tween module.
If you use a GUI (or multiple GUIs) as big as the screen, you can position the label(s) (for texts) and buttons(s) anywhere on the GUI by calling their .SetPosition function or directly changing their coordinates.

Regarding timing, look at the WaitMouseKey and Start/EndCutscene commands.

Hi Khris,

Thanks, and glad to know you are on the scene.  I just found this:

WaitMouseKey(40*60);Ã,  Ã, // wait for 60 seconds/mouse click
RawSetColorRBG(0,0,0);Ã,  // black 'ink'
RawDrawRectangle(0,0,319,199);Ã,  Ã, // adjust bottom left coords if necessary
Display("Text1");
Display("Text2");
...
player.ChangeRoom(2);Ã,  // move to starting room

From you in another thread, and was about to give it a try!  I want to get the text sequences working before I even begin worrying about the pictures! :-) 

Khris

That's really, really old code that won't work as-is.
Always check the date of the posts. You shouldn't use any code that's more then 2 or 3 years old.

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