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AGS Support => Advanced Technical Forum => Topic started by: Farsight on Fri 16/04/2004 23:14:28

Title: Talking Animation
Post by: Farsight on Fri 16/04/2004 23:14:28
I think I have done all the correct things but when characters talk, their talking animation doesn't animate.
Any help?
Title: Re:Talking Animation
Post by: Scummbuddy on Fri 16/04/2004 23:16:44
well, if you've done everything right, then we can' t help you.
did you set the character to have a correct talk view?
are you using the correct display speech style?

we'll need more info.
Title: Re:Talking Animation
Post by: Farsight on Fri 16/04/2004 23:29:27
Ok, what I have done is in the room script code I have put DisplayMessage (7); and it doesn't work. I've tried DisplaySpeech (BUM, 7); and it still doesn't work. Is that enough info?
Title: Re:Talking Animation
Post by: rtf on Fri 16/04/2004 23:47:57
I don't know if this is what you meant, but
it should be something like this:

DisplaySpeech(BUM, "I am a bum.");

I never use the messages. They just take to long.  I only use DisplaySpeech.

Title: Re:Talking Animation
Post by: strazer on Sat 17/04/2004 00:19:57
More info indeed.
Just because this is the Beginner's Forum people seem to assume we're psychic... :P

Where in the room script have you put the command? Which function?
Does the text/message appear at all? Is it just the animation that's not playing?
Title: Re:Talking Animation
Post by: Hollister Man on Sat 17/04/2004 01:40:38
*Allan looks at the sign*  Strazer, umm... this ain't the beginner's forum. ;D

If you're trying to display a message, try just using Display(bum, 7);  Can't remember exactly, though.
Title: Re:Talking Animation
Post by: Farsight on Sat 17/04/2004 05:24:29
Soory rtf, I did mean what you wrote.
I placed it in the 'Character first enters screen' code in between the Start and End cutscene. Everything else works fine except my object wont move. That I have also placed in the 'Cfes'. I have used the display message command and in the message editor all those messages are set to display above the character instead of genral message. Is that enough info as I would be more than happy to answer any of your questions.
Title: Re:Talking Animation
Post by: Kweepa on Sat 17/04/2004 08:57:30
You have to be more clear if you want help.
Answer ALL the questions asked of you - if you don't understand them, don't ignore them.

As I understand it, you want to use
DisplaySpeech(BUM, "Welcome to Acapulco!");
instead of
DisplayMessage(BUM, 7);
(where 7 is the global message saying "Welcome to Acapulco!").
DisplayMessage pauses the game and puts a text box on the screen.
DisplaySpeech prints the text above the character and animates him using his talking view.

Really though, your problems should be solved by working through the Tutorial in the help file.

Steve
Title: Re:Talking Animation
Post by: on Sat 17/04/2004 16:12:13
If your doing it correctly we can't help you!
??? Need more information
Title: Re:Talking Animation
Post by: Farsight on Sat 17/04/2004 20:02:55
Ok... here is the code for Player first enters screen section of the room script:

Quotefunction room_a() {
 // script for room: First time player enters screen
 SetMusicRepeat(1);
 PlayMusic(2);
 StartCutscene (4);
  DisplayMessage (5);
  StopMusic ();
  DisplayMessage (6);
  DisplayMessage (7);
  DisplayMessage (8);
  DisplayMessage (9);
  DisplayMessage (10);
  PlaySound (1);
  Wait (40);
  DisplayMessage (11);
  Wait (40);
  PlaySound (2);
  Wait (240);
  SetObjectView (0, 30);
  AnimateObject (0, 1, 2, 1);
  Wait (80);
  AnimateObject (0, 2, 4, 1);
  DisplaySpeech (DORK, "Hello fellow people of Reality!");
  DisplaySpeech (DORK, "By voting me as your mayor I will bring fear and destruction to your puny town.");
  DisplaySpeech (DORK, "Not to mention removing those annoying Salavians...");
  DisplaySpeech (DORK, "I mean who are they anyway?");
  EndCutscene();
  NewRoomEx (1, 315, 110);

}

I found that when they talk, their first frame of the talking view appears but it does not animate through the loop. The text message appears above their head and it moves on to the next group of text. The only problem I found was THE CHARACTERS WILL NOT ANIMATE THROUGH THEIR TALKING VIEWS
Title: Re:Talking Animation
Post by: Kweepa on Sat 17/04/2004 22:48:53
Hmm, that looks ok.
Do you have the lip-syncing turned on?
How many frames are the talking loops?
Title: Re:Talking Animation
Post by: Farsight on Sun 18/04/2004 03:12:29
I haven't turned on the lip sync as I don't know how to use it.
In this particular animation there are 5 frames.
Title: Re:Talking Animation
Post by: strazer on Sun 18/04/2004 03:19:30
Hm, strange.
If nobody else has an idea, your last chance might be to upload the game somewhere for us to take a look at.
Title: Re:Talking Animation
Post by: Farsight on Sun 18/04/2004 03:23:58
Ok then,
where should I upload it to?
Title: Re:Talking Animation
Post by: strazer on Sun 18/04/2004 03:31:03
Don't know. I've seen a lot of people around here hosting stuff on Freewebs (http://www.freewebs.com/). Never tried it myself though.
Remember, just zip up the main game files (http://www.adventuregamestudio.co.uk/kbview.php?id=59). No movies, sounds and so on.
Title: Re:Talking Animation
Post by: Farsight on Sun 18/04/2004 05:48:44
Do I have to create a web site to upload my game there?
If there was an easier way I would be glad to use it.
BTW, I know this is not supposed to be here but how to you put animated screenshots, music up on the net?
Title: Re:Talking Animation
Post by: Moox on Sun 18/04/2004 16:32:08
just use a gif for animated screenies and upload music the same way
Title: Re:Talking Animation
Post by: Farsight on Sun 18/04/2004 20:15:53
Thanks alot.
I managed to fix it after all this. I had a major lip sync problem, but I cleaned that up! :)