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Messages - tarek

#1
Using lipsync in this case didn't work too well. The talking animation is composed of gestures the character is making, so... with shorter lines it looks sort of fine, but with longer lines the lipsync seems to be flowing faster and the char looks like a hyperenergized bunny that won't stop wildly shaking its limbs. I probably could try to work a bit more with the lipsync letter-to-frame settings but I can't seem to slow down the flow of animation when longer lines are spoken no matter what.

As a compromise I think I'll just add a few more frames to the speech loop, mixing it up so it'll look a bit more like what I wanted. Thanks for replies.
#2
Hello guys, I'm having trouble with the character talking animations. I've made a separate view for talking anims for all four directions all right, but I'm trying to make it so that the player's talking animation isn't looped but instead displays random frames (I have 4 frames for each direction).

I don't see any option to "randomize" the loop in the editor. Is this possible?
#3
Thanks for the response. It seems like the unhandled_event stuff is the way to go, I'll give it a try.
#4
I'm trying to think of a way to easily set up stock verb responses in my game when, for example, using "Talk" or "Open" verbs on objects that don't have any specific responses scripted to them makes the player randomly say one of 4-5 stock response lines depending on the verb.

I don't plan to use any verb coin systems in my game (actually remaking an old, somewhat less known adventure game I loved as a kid and learning about the editor in the meanwhile), just the simple MI2-style verb GUI at the moment. I'm not adept at scripting much at all so I'd appreciate any help with this.
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