Hi folks,
I'd like to figure out (if possible) how to variate characters' speech views so that the player won't see the exact same animation every time they talk.
For example, in a game like CMI, you'll notice that the characters' heads bob and mouths move in a different pattern for each line, even if you repeat the same line of dialogue over and over. This small detail helps to break up the monotony and add pleasing variety to the talking portions of the game.
So how can something like this be achieved in AGS?
I was thinking maybe you could randomize which frame of a long speech view to start with each time a character speaks, but the SpeechView function doesn't have a parameter for the starting frame. I know that the Animate function does, but is that what we'd want to use here?
Getting even more advanced than that, there are also different animations depending on the mood of the dialogue. For instance, the character might be shocked, their eyes wide and arms outstretched, or angry, with a furrowed brow and hands on their hips. And these animations too appear to be varied in their patterns. I'd love to be able to look under the hood and see how they went about doing all of this back then.
But can these things also be done in AGS? I reckon it'll take a significant number of views to animate, but I'm up for it if the results can be as desired.
Thoughts?
I'd like to figure out (if possible) how to variate characters' speech views so that the player won't see the exact same animation every time they talk.
For example, in a game like CMI, you'll notice that the characters' heads bob and mouths move in a different pattern for each line, even if you repeat the same line of dialogue over and over. This small detail helps to break up the monotony and add pleasing variety to the talking portions of the game.
So how can something like this be achieved in AGS?
I was thinking maybe you could randomize which frame of a long speech view to start with each time a character speaks, but the SpeechView function doesn't have a parameter for the starting frame. I know that the Animate function does, but is that what we'd want to use here?
Getting even more advanced than that, there are also different animations depending on the mood of the dialogue. For instance, the character might be shocked, their eyes wide and arms outstretched, or angry, with a furrowed brow and hands on their hips. And these animations too appear to be varied in their patterns. I'd love to be able to look under the hood and see how they went about doing all of this back then.
But can these things also be done in AGS? I reckon it'll take a significant number of views to animate, but I'm up for it if the results can be as desired.
Thoughts?