(http://i47.tinypic.com/2vkx4rm.jpg)
See that image of Discord? I want to make a GUI of Discord talking and taunting you on the game over screen in Sierra style. How exactly can this be done? I don't know where to start.
Not too hard. I'd make a GUI and put a button on it, then make a view holding the character's animation, and then animate the button (looping). The rectangle could hold a label to display the text. That would be the basic idea- how much help do you need in creating that?
Alternatively, you could dispose of the "text box" and just make the dragon a character. Place it on your Game Over screen and use the normal talk functions- much more convenient.
Very cutesy designed character, by the way- I like it a lot!
Quote from: Ghost on Fri 27/04/2012 22:32:03
Not too hard. I'd make a GUI and put a button on it, then make a view holding the character's animation, and then animate the button (looping). The rectangle could hold a label to display the text. That would be the basic idea- how much help do you need in creating that?
Alternatively, you could dispose of the "text box" and just make the dragon a character. Place it on your Game Over screen and use the normal talk functions- much more convenient.
Very cutesy designed character, by the way- I like it a lot!
Er, well, thanks. But it's not my character at all.
Anyways, that's beside the point. Is there a way I can make the button fit the lip sync of the game? I want it to talk and say what is on the text box. Is that possible?
(http://img.ponibooru.org/_images/87aca3e68f7f8ee63db06b35af095916/174661%20-%20basilisk%20death%20Discord%20luna%20Luna%27s_Quest%20oc%20summers%20sundance.png)
Got it working the way you wanted it to.
But how to make the button talk like a speech view. Hmm.
Quote from: Herooftime1000 on Fri 27/04/2012 22:42:57
Is there a way I can make the button fit the lip sync of the game? I want it to talk and say what is on the text box. Is that possible?
No. You can animate a button and you can display text on a label on a GUI. But AGS can not make a button sprite "talk" lip-synched.
The other way is to draw the box on the background and use an actual character instead of a button. Even if the box moved, you wouldn't have to use a GUI.
Something like:
DrawingSurface*ds = Room.GetDrawingSurfaceForBackground();
ds.DrawImage(0, 150, box_sprite_number);
ds.Release();
cGameOverPony.ChangeRoom(player.Room, 30, 150);
cGameOverPony.SayAt(...);
Quote from: Khris on Sat 28/04/2012 13:12:47
The other way is to draw the box on the background and use an actual character instead of a button. Even if the box moved, you wouldn't have to use a GUI.
Something like:
DrawingSurface*ds = Room.GetDrawingSurfaceForBackground();
ds.DrawImage(0, 150, box_sprite_number);
ds.Release();
cGameOverPony.ChangeRoom(player.Room, 30, 150);
cGameOverPony.SayAt(...);
Ok, I did that and it works like a charm... almost. Discord isn't moving his mouth and the text box GUI is interfering.
Is the fact that I am using a SierrawithBackground speech interfering with this?
Switch to LucasArt style speech, that should do the trick.
Quote from: Ghost on Sat 28/04/2012 20:48:11
Switch to LucasArt style speech, that should do the trick.
Can you switch speech styles in script? I don't want to get rid of Lucasarts style in the whole game. It ruins the speech boxes I made for the characters.
Quote from: Herooftime1000 on Sat 28/04/2012 21:11:01
Can you switch speech styles in script?
Yup, that's possible (wow, I didn't know that!)
From the manual:
SetSpeechStyle(SpeechStyle)
Changes the way in which speech text is displayed. This modifies the setting originally set in the editor. SpeechStyle can be:eSpeechLucasarts - speech text over character's head
eSpeechSierra - close-up portrait of character
eSpeechSierraWithBackground - close-up portrait + background window for text
eSpeechFullScreen - QFG4-style full screen dialog pictures
Example: SetSpeechStyle(eSpeechSierra) will change the speech style to a close up portrait of the character.
Quote from: Ghost on Sat 28/04/2012 22:51:31
Quote from: Herooftime1000 on Sat 28/04/2012 21:11:01
Can you switch speech styles in script?
Yup, that's possible (wow, I didn't know that!)
From the manual:
SetSpeechStyle(SpeechStyle)
Changes the way in which speech text is displayed. This modifies the setting originally set in the editor. SpeechStyle can be:
eSpeechLucasarts - speech text over character's head
eSpeechSierra - close-up portrait of character
eSpeechSierraWithBackground - close-up portrait + background window for text
eSpeechFullScreen - QFG4-style full screen dialog pictures
Example: SetSpeechStyle(eSpeechSierra) will change the speech style to a close up portrait of the character.
Well, I think we all learned something today! All right! My cutscene is working like I envisioned it!
Thanks of the support! Peace! :-D