Hello everyone!
This time I have an unexpected problem with something rather basic- this is why I am so helpless.
It’s the speech view adjustment. It seems to not work at all this time, even though I am doing everything as I usually do.
To get an idea of the problem here are screenshots:
https://dl.dropbox.com/u/87581860/Speech%20view%20problems.png
Basically once I set up the speech view and assigned it to the character (as usual) once the speech is triggered in the game, the character appears twice on the screen. The speech-double just pops up, out of any willable area and the speech view occurs without any delay or something.
Its just odd I never had this problem before.
Also there is an extra character. A portrait of the character. Each time the player expires, he enters a special room in which a portrait of the character appears and according to the death scene it is suppose to say something different (that’s something I haven’t quite figured out how to do, jet). The problem is, that the portrait is not talking at all. Even though I have set up a speech view, also as usually.
I used this code in the room:
Code: AGS
But it seems as if my “Say†command is totally ignored. Maybe it has something to do with the general Speech problem I seem to have.
Does anyone have any ideas?
This time I have an unexpected problem with something rather basic- this is why I am so helpless.
It’s the speech view adjustment. It seems to not work at all this time, even though I am doing everything as I usually do.
To get an idea of the problem here are screenshots:
https://dl.dropbox.com/u/87581860/Speech%20view%20problems.png
Basically once I set up the speech view and assigned it to the character (as usual) once the speech is triggered in the game, the character appears twice on the screen. The speech-double just pops up, out of any willable area and the speech view occurs without any delay or something.
Its just odd I never had this problem before.
Also there is an extra character. A portrait of the character. Each time the player expires, he enters a special room in which a portrait of the character appears and according to the death scene it is suppose to say something different (that’s something I haven’t quite figured out how to do, jet). The problem is, that the portrait is not talking at all. Even though I have set up a speech view, also as usually.
I used this code in the room:
// room script file
function room_Load()
{
Wait(30);
gInventory.Visible = false;
gDeathMessage.Visible = true;
aExpired.Play();
if (player.PreviousRoom == 2){
cPortrait.Say("So ein garstiges Gewächs!");
}
}
But it seems as if my “Say†command is totally ignored. Maybe it has something to do with the general Speech problem I seem to have.
Does anyone have any ideas?