Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Snarky

#1061
Though it's worth noting that the SpeechBubble module behaves a little differently from AGS Character.Say() in this respect:

With Character.Say(), as near as I can tell, the text positioning is always based on the height of the (first frame in the) NormalView â€" unless it has been Locked to some other view â€" even if speech starts while an Idle view is playing. Character.SayBubble(), on the other hand, uses the current view at the time when speech starts, so if the idle animation is playing at that moment, it goes by the height of the Idle view. (I believe it can also be the SpeechView, if the character it already speaking.)

I can't see any way to determine whether the current view (if different from the NormalView) has been set with LockView() or is playing for some other reason, so I'm not sure it's possible to completely match the AGS behavior here.
#1062
Thanks Dave! I haven't implemented non-blocking speech yet, but it's next on my TODO list, after I figure out the bug Bavolis is experiencing.

Bavolis, please don't redo the room: I don't see any legitimate reason why it should screw up the module, and it's better to have a bug that can be reliably reproduced than one that we don't know how to trigger any more. Thanks for the additional details, BTW! I'll see if I can recreate the problem with a similar setup. If all else fails I might ask you to send me your project for me to test (or I could make a special debug version of the module for you that would help me nail down where it goes wrong).
#1063
I haven't been able to reproduce the first issue with the speech bubble positions. Maybe if I could get those details I asked for.

Quote from: Snarky on Mon 04/12/2017 07:15:10
Quote from: Bavolis on Mon 04/12/2017 00:28:092. The text displays fine when I've got voices turned on, but if I turn them off in the game options, the larger text boxes close way too fast, even if I set my game text speed to 1 (which should be 1 character per second, if I'm not mistaken. The default 15 closes extremely fast. I'm not sure if this is due to AGS 3.4 or this module.

Ah yes. This is a known issue that is actually a bit difficult to solve properly.

This turned out to be embarrassingly easy to fix, and the solution embarrassingly obvious. Updated in first post.
#1064
The Rumpus Room / Re: *Guess the Movie Title*
Mon 04/12/2017 08:16:48
I think that may be the third one, where they go to some sort of family gathering. Don't remember the name (this is where I gave up on the series).
#1065
Quote from: Bavolis on Mon 04/12/2017 00:28:09
1. I have one cinematic scene where a floating head is in the middle of the screen. For some reason, it keeps shifting the SayBubble between above and below the character.

Thanks! I'll look into it.

It'd be helpful to have some more info:

-What is your game resolution, room resolution, and position of your characters during this dialog?
-In the dialog, which lines display in the wrong location?
-What SpeechBubble settings are you using?
-Have you changed SB_sayImpl() (or any other part of the module)?

Quote2. The text displays fine when I've got voices turned on, but if I turn them off in the game options, the larger text boxes close way too fast, even if I set my game text speed to 1 (which should be 1 character per second, if I'm not mistaken. The default 15 closes extremely fast. I'm not sure if this is due to AGS 3.4 or this module.

Ah yes. This is a known issue that is actually a bit difficult to solve properly. (It's because AGS relies on the speech clip length to determine how long to play spoken lines, so the module sends a line containing just the speech clip code and no text (because we're already displaying the speech bubble and don't want the text to appear twice) to Character.Say(). However, if speech is turned off, it falls back to using String length, and since the String is so short it goes away almost immediately.)

The easiest workaround is to set an invisible font (SpeechBubble.InvisibleFont). Here is one you can use: http://www.angelfire.com/pr/pgpf/if.html
#1066
Quote from: Crimson Wizard on Sun 03/12/2017 15:38:10
Although, Phylactere sounds so much nicer than Bubble, after all French is such a refined language, compared to the barbaric ones.

"Phylactere" always makes me think of "prophylactic". This module, in contrast, is 100% condom-free.
#1067
Here's a module to do comic book-style speech bubbles. It's an alternative to Phylactere, because the older module doesn't work properly with 32-bit color. This module requires AGS 3.4, and for now it only works in 32-bit mode (or rather, transparency only works in 32-bit mode).

Initial development of this module was paid for by bx83, who agreed to allow it to be open-sourced.

To use, you call Character.SayBubble():

Code: ags
  player.SayBubble("This line will be said in a speech bubble.");


To configure, you set the SpeechBubble properties:

Code: ags
  SpeechBubble.BorderColor = Game.GetColorFromRGB(0,128,0);
  SpeechBubble.BackgroundColor = Game.GetColorFromRGB(128,255,128);
  SpeechBubble.BackgroundTransparency = 33;
  SpeechBubble.PaddingTop = 5;
  SpeechBubble.PaddingBottom = 5;
  SpeechBubble.PaddingLeft = 15;
  SpeechBubble.PaddingRight = 15;


(You should probably do this in game_start() in GlobalScript.)

This module is still under development, and is currently missing some functionality (in particular support for background speech). Please report any bugs you experience.

The module is available on GitHub.

Download SpeechBubble v0.8.0

Change Log:
0.8.0
-Implemented Character.SayBackgroundBubble()
-Added SpeechBubble.DefaultGui property
-Fixed crash with characters that don't have a speech view set

0.7.6
-Fixed an issue with lines with speech clips in text-only mode

0.7.5
-Initial pre-release
#1068
The Rumpus Room / Re: *Guess the Movie Title*
Mon 27/11/2017 23:58:04
Good sleuthing. Yes, it's The Deal.
#1069
The Rumpus Room / Re: *Guess the Movie Title*
Mon 27/11/2017 21:37:21
Yeah, I enjoyed it a lot. Guinness was a great actor. Let's keep it English...

#1070
The Rumpus Room / Re: *Guess the Movie Title*
Mon 27/11/2017 20:50:16
Kind Hearts & Coronets? I think I had that one once before.
#1071
The Rumpus Room / Re: *Guess the Movie Title*
Mon 27/11/2017 19:59:29
Nah, go on, you take it.
#1072
The Rumpus Room / Re: *Guess the Movie Title*
Mon 27/11/2017 19:54:14
Suspicion? I haven't seen it, but it looks an awful lot like what this is spoofing:

https://www.youtube.com/watch?v=3ZOoKCOWlbs
#1073
The Rumpus Room / Re: What's on TV?
Sun 26/11/2017 02:05:51
Yes indeed.
#1074
The Rumpus Room / Re: What's on TV?
Sat 25/11/2017 23:19:12
No (and AFAICT that premiered last week), but they're technically connected...

#1075
The Rumpus Room / Re: What's on TV?
Sat 25/11/2017 20:19:43
No, man. It's a show that premiered this week.
#1076
The Rumpus Room / Re: What's on TV?
Sat 25/11/2017 18:04:46
I hope somebody recognizes this?

#1077
The Rumpus Room / Re: What's on TV?
Fri 24/11/2017 17:42:54
(wrong)
#1078
The Rumpus Room / Re: What's on TV?
Fri 24/11/2017 14:23:13
Wrong thread, unless there's a TV adaptation I'm not aware of.



Hint: It's very recent.
#1079
The Rumpus Room / Re: What's on TV?
Thu 23/11/2017 23:44:57
Aha. Here's one I'm actually watching at this very moment:

#1080
The Rumpus Room / Re: What's on TV?
Thu 23/11/2017 20:48:20
Is it by any chance that Shannara show?
SMF spam blocked by CleanTalk