Talking view - with random frames

Started by tarek, Thu 18/07/2013 08:59:29

Previous topic - Next topic

tarek

Hello guys, I'm having trouble with the character talking animations. I've made a separate view for talking anims for all four directions all right, but I'm trying to make it so that the player's talking animation isn't looped but instead displays random frames (I have 4 frames for each direction).

I don't see any option to "randomize" the loop in the editor. Is this possible?

Khris

No. You could work around it but you'D have to script your own .Say() replacement. I don't think it's worth the trouble.

Crimson Wizard

Perhaps it is possible to use lipsync for this task? That will allow you to bind certain letters in the text to view frames. It won't be technically random, but at least may seem so to the player.
http://www.adventuregamestudio.co.uk/wiki/Other_features_(manual)#Lip_sync

tarek

Using lipsync in this case didn't work too well. The talking animation is composed of gestures the character is making, so... with shorter lines it looks sort of fine, but with longer lines the lipsync seems to be flowing faster and the char looks like a hyperenergized bunny that won't stop wildly shaking its limbs. I probably could try to work a bit more with the lipsync letter-to-frame settings but I can't seem to slow down the flow of animation when longer lines are spoken no matter what.

As a compromise I think I'll just add a few more frames to the speech loop, mixing it up so it'll look a bit more like what I wanted. Thanks for replies.

SMF spam blocked by CleanTalk