Ok, it's official, I HATE the way AGS currently handles guis and text windows. Sure, it's flexible, but only as long as you're emulating Sierra and LucasArts. What I wouldn't give for an easier to customize gui setup - especially now when we have templates that allow newbies to start with the classic interfaces and speech styles anyway.
Sorry for that little rant, but either I've overlooked something very obvious, or I have one or two suggestions for the next version of AGS.
I thought I could, but then I realized that the speech_text_gui is ALSO an ordinary text window that centers on the screen. And the DisplaySpeechAt and DisplayAt commands MUST be used for each line of speech, don't they? This wouldn't be THAT much of a problem for ordinary messages, but it makes dialog scripting unnecessarily complicated.
If there's no other solution, I'd like to suggest this to CJ: Permanent (until changed in script) custom "int x, int y, int width" settings for Display and DisplaySpeech commands (the latter also used for ordinary dialog and should be set on a per character basis - or universal but able to be over-ridden per character). Maybe this could include the different-font-for-different character thing that somebody else suggested.
Somebody have a better idea, or I'll suggest it in the technical forum? For now I'll be scripting my game in the ordinary way. I hope that somewhere further down the line we'll be able to either set the placement and size of text windows or we'll have something similar to what I suggested.
Edit: Maybe a tad unrelated. But can you do Sierra style speech without the closeup view? I mean, I want my character sprite to be talking, but in his ordinary view. If I include a talking view of him moving his mouth, it's displayed as if it was a closeup, off-set from the character. I seem to remember some games that had the on-screen character moving his mouth as well as using a closeup, but maybe those were the original Sierra games and not AGS games?
Sorry for that little rant, but either I've overlooked something very obvious, or I have one or two suggestions for the next version of AGS.
Quote
can you use this?
game.speech_text_gui=12; // the text gui you created
DisplaySpeechAt (int x, int y, int width, CHARID, string message);
I thought I could, but then I realized that the speech_text_gui is ALSO an ordinary text window that centers on the screen. And the DisplaySpeechAt and DisplayAt commands MUST be used for each line of speech, don't they? This wouldn't be THAT much of a problem for ordinary messages, but it makes dialog scripting unnecessarily complicated.
If there's no other solution, I'd like to suggest this to CJ: Permanent (until changed in script) custom "int x, int y, int width" settings for Display and DisplaySpeech commands (the latter also used for ordinary dialog and should be set on a per character basis - or universal but able to be over-ridden per character). Maybe this could include the different-font-for-different character thing that somebody else suggested.
Somebody have a better idea, or I'll suggest it in the technical forum? For now I'll be scripting my game in the ordinary way. I hope that somewhere further down the line we'll be able to either set the placement and size of text windows or we'll have something similar to what I suggested.
Edit: Maybe a tad unrelated. But can you do Sierra style speech without the closeup view? I mean, I want my character sprite to be talking, but in his ordinary view. If I include a talking view of him moving his mouth, it's displayed as if it was a closeup, off-set from the character. I seem to remember some games that had the on-screen character moving his mouth as well as using a closeup, but maybe those were the original Sierra games and not AGS games?