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Messages - bulka_tarta

#1
Great! Thank you for the help!

I will let you know if the problem persists. It's just hard to tell straight away.
#2
You've given me quite a lot of feedback, so my Trello board is now full of things to change/fix/improve! (laugh)

I followed the instructions on the lip sync found in the Header of the script to find out how to set this up:
Code: ags

  /*
  Note that to get text-based lip sync to work, you need to provide an invisible font,
  and set the SpeechBubble.InvisibleFont property accordingly. You may download one here:
                                                                                         
  http://www.angelfire.com/pr/pgpf/if.html
  */


After importing the font to AGS I simply added this to game_start()
Code: ags
SpeechBubble.InvisibleFont = eFontInvisibleFont;


After some testing I didn't (yet) notice any line skipping, but I might have been just (un)lucky. There is definitely a noticeable change to the dialogue though. Before I've set the invisible font, you could have held down the left mouse button and the dialogue would skip automatically after around one second on each line. After setting the invisible font, nothing happens when you hold down the LMB, so hopefully things will be fixed now.

Is this all there is to it or did I miss something big time? It looks suspiciously too simple to bypass the custom blocking code. Thank you for the response!
#3
Hey! I really like this module, but I have a small hiccup with it recently. Occasionally, the dialogue skips lines waaaay too fast and it's very frustrating. Because it happens only every now and then, it's hard to determine why and when it occurs. I was wondering if anyone else has this issue, or if I messed something up at some stage.

In general settings I've set "Allow speech to be skipped by which events" to Mouse or keyboard. I've tried setting Game.IgnoreUserInputAfterTextTimeoutMs to ridiculous values, but it doesn't change anything. I also played around with some values in the module itself but to no avail.

The only settings I changed for the dialogues are below, although I highly doubt they would have an impact on skipping the lines since they're purely aesthetic changes.
Code: ags

  // Lowers the dialog options a little bit
  game.dialog_options_x = 10;
  game.dialog_options_y = 10;
  // Changes the colour of highlighted dialogue option
  game.dialog_options_highlight_color = 19695;
  // Edit the Speech Bubble Module
  SpeechBubble.BorderColor = Game.GetColorFromRGB(10,12,14);
  SpeechBubble.BackgroundColor = Game.GetColorFromRGB(10,12,14);
  SpeechBubble.BackgroundTransparency = 0;
  SpeechBubble.PaddingTop = 8;
  SpeechBubble.PaddingBottom = 8;
  SpeechBubble.PaddingLeft = 8;
  SpeechBubble.PaddingRight = 8;
  SpeechBubble.MaxTextWidth = 230;
  SpeechBubble.CornerRoundingRadius = 0;
  SpeechBubble.HeightOverHead = 8;
  SpeechBubble.TextAlign = eAlignCentre;


The only other thing I've changed in the module is this:
Code: ags

bool animateSpeech(this Character*, String message)
{
  if(this.Moving)
    this.StopMoving();
  
  if(this.SpeechView > 0)
  {
    this.LockView(this.SpeechView);
    if(Game.GetFrameCountForLoop(this.SpeechView, this.Loop) > 1)
      this.Animate(this.Loop, this.SpeechAnimationDelay, eRepeat, eNoBlock, eForwards);
  }
  
  int speechDuration = calculateDuration(message);
  if(BlockSpeech(speechDuration, true) == eBlockTimeOut)
  {
    //this.UnlockView();                          <---------------------- Commented this out
    int speechPause = calculateSpeechPause();
    return (BlockSpeech(speechPause, false) != eBlockTimeOut);
  }
  else
  {
    //this.UnlockView();                          <---------------------- Commented this out
    return false;
  }
}

When the above wasn't commented out, the characters would keep unlocking the view, so they always went back to idle/talking view when new line of dialogue appeared, so I couldn't get characters to talk while in a special animation (someone sitting on the ground and talking for example). Still, I don't think this would impact skipping the dialogue?

I'm using v0.8.0.

I'm really stuck with this issue and I'm not sure if this is AGS thing or the module or if there could be something else affecting the dialogues. If anyone has any ideas how to go about fixing the dialogue skipping problem, please let me know! Many thanks.
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