Suggestion: Custom text window placement for messages and speech

Started by GarageGothic, Tue 07/10/2003 09:09:33

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GarageGothic

I know that something similar to this is already mentioned in the future.txt file, but as it's really important for my interface, I hope we'll see it soon:

The ability to specify coordinates and widths for text windows as for any other gui. I'm aware that there is a problem with large amounts of text overflowing the window if set improperly, but as long as you keep track of your own message length it shouldn't be a problem.
I'm trying to create an interface similar to GK1's, where all text is shown as subtitles in the letterboxed area of the screen, and it isn't really possible with the current setup, unless I use DisplayAt for everything.

An alternative could be the possibility to set a permanent (x, y, width) for the Display and DisplaySpeech - as well as normal dialog - commands (prefereable custom values for each character for the speech, or at least for player character and NPCs, as it would really make it easier to set up custom dialog screens (e.g. GK1 interviews)). It would be tons easier than using DisplayAt for every single message.

(Also, maybe I've missed something, but could it be possible to turn off talking portraits for Sierra style speech, and get normal LucasArts style talking view along with Sierra speech?)

Thanks for reading this CJ,
GG

Pumaman

Hmm, I see what you're asking, but couldn't you just create a custom function, something like:


function MyDisplay(string text) {
 DisplayAt(...);
}


and use it instead of Display ?

GarageGothic

Well, yes, I suppose I could. But as far as I can see, with dialogs I'd have to run script with some variant of the DisplaySpeechAt command for each line instead of scripting  normally?

Could you please say if you're going to add the function eventually (maybe within half a year or so), because in that case I will start scripting normally and just put in the custom values when the function is implemented. It's always a bitch when there comes a quicker way of doing thing, when your half done with the game.

Pumaman

Ah yeah, I can appreciate that with speech that would be rather annoying.

However, I'm afraid I can't give any guarantees about when it might be implemented.


Ishmael

Create GUI with label big enough, then place the GUI where you want it, make it Popup Modal and script:

function DisplayEx(int time, string text) {
SetLabelText(TXTGUI, labelnum, text);
GUIOn(TXTGUI);
WaitMouseKey(time);
GUIOff(TXTGUI);
}

That's a partial work-around...
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

GarageGothic

I know that there are workarounds, it's just that I rather don't use them if CJ is implementing a "proper" way of doing it somewhere down the line. I'm sure that as AGS is getting more sophisticated, the GUI handling will become more flexible (especially now that AGS supports templates allowing newbies to use custom interfaces easily) - even though Sierra and LucasArts are still the most popular styles, many great game, like The Longest Journey, use non-standard text displays.

But thanks for the suggestion!

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