Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Tigro on Sun 28/04/2013 18:51:39

Title: Wall of text for dialog - can I select just the breakpoints?
Post by: Tigro on Sun 28/04/2013 18:51:39
So in my game I'll have a few occasions where a character will have to proclaim a wall of text - is there any way to paste it all in one place and make the game auto-scroll through it, allowing me to select only which second the change should happen? I'm going to have a voiceover too and keeping each sentence in its own .Say() seems horrible since then, I'll have to cut my talking also which would most likely ruin the flow of speech. Can it somehow be done?
Title: Re: Wall of text for dialog - can I select just the breakpoints?
Post by: selmiak on Sun 28/04/2013 19:05:51
copy cCharacter.Say(""); and paste it in for as many parts you want and then copy+paste the actual texts between the " " ?
Title: Re: Wall of text for dialog - can I select just the breakpoints?
Post by: Tigro on Sun 28/04/2013 19:10:14
Yep, but the main problem is with the voiceover. Will I have to divide it into tens of parts? Like:

cCharacter.Say("&1 <one sentence>");
cCharacter.Say("&2 <one sentence>");
...
cCharacter.Say("&n <one sentence>");

? Isn't there some better way? Doing it like that, the speech loses all its flow and sound a bit like barking when the file is changing mid-sentence.
Title: Re: Wall of text for dialog - can I select just the breakpoints?
Post by: Scavenger on Sun 28/04/2013 20:00:01
Use a sound effect for the speech, instead of Say (), and orchestrate the subtitles with SayBackground and Wait (). Just have the character loop their speech animation throughout. It'll look identical, and have no sound breaks.
Title: Re: Wall of text for dialog - can I select just the breakpoints?
Post by: Tigro on Sun 28/04/2013 20:16:07
Great, that's what I wanted. Thanks so much! :)
Title: Re: Wall of text for dialog - can I select just the breakpoints?
Post by: Khris on Sun 28/04/2013 21:33:32
Scavenger, are you saying that calling .Say() will interrupt audio? That seems weird. Because if it doesn't one can simply use .Say().

Tigro:
Actually, I think this is a very bad idea.
Let's say I want to skip a part of the monologue. But that's not possible, since I can either skip the entire thing (if allowed) or sit through it.
Surely the wall of text does have some spots where a short pause wouldn't ruin the flow?