Framing spoken dialogue

Started by Pixelton, Sat 03/04/2010 17:37:39

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Pixelton

Is there a way to frame dialogue spoken by an NPC using the kind of box that frames text when you make a 'Display(text); command using the Lucas arts style dialogue system?



As you can see, I think the dialogue would do better to be framed in some kind of window.
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Danman

You want to use the Sierra style on the Lucas arts  system?   I am sure there is maybe some other way but this is what I would do just change to Sierra style. Then instead of Display do player.say() .  I am sure some module could do it though. 



GarageGothic

#2
Easiest solution is to use a custom say function:

Set the default speech font color to COLOR_TRANSPARENT (or if this doesn't work, use an invisible font like this font).

Write a custom Say command which:
1) Displays the spoken text String on a GUI label of your choosing.
2) Calls Character.Say with the same text (used for timing how long the GUI is displayed - no text displayed due to the font being invisible)
3) Removes the label at the bottom of the screen.

You can see a bit of script using this method in this thread.

Pixelton

hmmm Thanks guys.

I don't understand any of that script sadly :( I'll just try and work around it or try something different in regards to dialogue.
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GarageGothic

Don't give up. Just move on with the game and return to the dialog display once you're more confident with AGS scripting. Get the hang of it, and once you understand what that (pretty simple) script does in each line, you can implement your own version of it.

Pixelton

Oh I wont give up, my script knowledge is getting better all the time I think I can guess a few things in there...like chnging the text in a Gui label to be the spoken dialogue but thats about it for now.

Cheers guys.
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xenogia

You could also try the following Mark Borg

player.Think ("blah blah blah");

This works in a similar way but it will put a border around your text without the Sierra-style portraits.

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