Positioning of Lucasarts style speech (SOLVED)

Started by auriond, Tue 26/02/2008 13:19:41

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auriond

In the current dialogue I'm scripting, the speech is appearing on top of the character's sprite, instead of over his head like it's supposed to:



Is there something I'm missing? Admittedly someone else scripted the first dialogue, so this is the first time I'm trying out dialogue for myself.

I know about the SayAt command, but this is in the Dialogue script where SayAt isn't an option, I think. The manual doesn't address this.

Khris

Hm, that's strange. The text is right in the center of the screen, maybe it's narrator speech?
Could you make sure that is says [character's name]: in front of the line in the dialog script?

auriond

Yup, it does. Here's a snippet of the relevant code from the dialogue script:

Code: ags
@S  // dialog startup entry point
GIUSEPPE: "Hello, Martin. I didn't expect to see you again so soon. Where did you just come from?"


and in case it's relevant, for the character's Talk interaction, I have:

Code: ags
  // script for Character 2 (Giuseppe2): Talk to character

int stateGiuseppeMainroom = GetGlobalInt(3);
  
  Game.NormalFont = 2;
  
  if(stateGiuseppeMainroom == 0) //first time talking to him
		dGiuseppe2ND0.Start(); //start first dialogue

Pumaman

Speech will be displayed in the middle of the screen if the character saying the line is not in the room or is turned off. Would either of these apply?

auriond

Oh, I feel dumb. Yes, of course that's it! The character is named differently now, so I should use that new name. I was still using the old one. Thanks so much Chris :)

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