two people talking, with speech and animation

Started by ManicMatt, Sun 07/01/2007 19:38:07

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ManicMatt

Hey!

I've looked, and the only things I found wouldn't do the job.

I have a dialog where two people need to say "shut up!" at the same time. Ashen once suggested to someone that they use background speech, but it won't animate, he said.

So, two people talking INSIDE a dialog, with their speech views, AND with the recorded speech (talky game). (I'd have two shut ups recorded for each character, but I could always paste them together as one speech file, so it's recorded with both voices in it.  :-\ )

Joe

Bernie's Module could do it, I think. That moudle lets you display a speech without pausing the game an animating.
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ManicMatt

Thanks, but are you sure? It says it:

"lets a character speak in Lucas Arts-style but doesn't pause the game while it does so. You can still walk around while the character is talking and the speech view will be shown while it's standing."

But I want the game to still be in a dialog!

Something so simple seems really annoyingly difficult requiring a bunch of code. And it's just for a joke in my game! Hopefully someone knows if there's a way for a layman like myself who isn't anymore technical than knowing stuff off the top of my head like:

character[EGO].Walk(12, 44);

It's only a joke and not hampering the progress of my game, but if no simple solution comes up I'll have to weaken the joke.. sob.

I get frustrated easily, don't I?  ::)

Ashen

AFAIK, that module basically uses Background Speech and a non-blocking character animation - if you only want it for this one thing, you might as well code it yourself.

Either way (Bernie's module or own code), you'll have to use the dialog_request / run-script method to use normal script in dialog, as there's no direct way to do it in Dialog script.
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Baron

Just an idea for a short cut:  If you can draw two people talking, why not draw two people talking with "Shut Up" over their heads (you could use print screen to match the font to the rest of the game).  Then change the view for each character for that one sequence and animate them at the same time using the new view that includes the words. 
    Of course, you'd still have to figure out the dialog_request / run-script ..... ::)

ManicMatt

Oh I know how to do "run-script 3" and all that, thats why I end up having to script so often, 'cos of dialogs!

Such ingenuity Baron!

Either way sounds like too much fuss for two people to say "shut up!!" at the same time.  ::)

Nevermind guys, thanks! Just one person will shout it now.

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