Ambrosia Garden Archive
    • Talk to me


      A question just sucker punched me while I was meandering around through topics. I dunno if this was brought up before but I don't wanna look for it. It's about dialogue and stuff:

      1. Can you put a picture with a dialogue? What about changing it for every dialogue box that pops up. Can it be animated?

      2. For whatever reason, would I be able to change the color or scheme of a dialogue as it becomes more or less appropriate to the mood of my game? Like good guy/bad guy or happy/ angry, etc...

      3. Could I change the text color too? This would be for things like highlighting an important word or the name of an itme or monster. Something that isn't a "(?)" which always got on my nerves. Or for changing the text to distinguish the dialogue of the player from an NPC, or to show a choice.

      4. Does the presence of a dialogue box always stop the flow of time? One thing I noticed was that in POG, everytime I talked to someone, it stopped everything. I watched the cloud of smoke rising from a building of a house to verify this, it didn't rise. I'd like there to be way for time to keep going and everything to keep happening while I'm talking. Is that impossible?

      5. Is it possible (like in #4) to make other events occur while in a dialogue with someone? I want there to be a way to show stuff happening while people are talking. Kinda like a flash back or a watching a battle scene with all of the talking that goes on during the fight. Maybe like an arena while there's an announcer saying stuff while two or three really big monsters are killing eachother.

      6. Since the dialogue boxes count as a part of the inerface, does tht mean they aren't really changeable. Are things in the interface changeable once they're made? Or are you stuck with what you make them for the whole game. Does this also mean that I couldn't have the dialogue box moved to the top of the screen? Would I be able to change the size of the dialogue box as I please to give more information when necessary. Would I be able to change the size of the text too or font and stuff like that for different changes in feelings?

      7. Juuuuuust kidding I'm done asking questions now. I hope this isn't too much to ask.

    • Wow, 20-sumthin views and NO replies. Ouch! That one hurts. I guess no one who knows the answer to my question is willing or able to answer. Perhaps those of you who are able to answer the question just don't have the will to tell me no all of those time or perhaps no one knows or cares. Is it just a really big secret? Sorry to be a nuissance.(sp?)

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    • Well, I don't really know the answers to these. But I'd say that probably you can put an animated picture in a dialogue and change it for each person. I'd also guess that you can change the color for a few words you want the reader to take note of.

      You might be able change a dialogue box as the game progresses, although this is quite questionable. I seriously doubt that you can have a conversation dialog without stopping time, although with serious scripting, this might possible as well.

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      Nothing is foolproof to a sufficiently talented fool.

    • Most of the dialog behaviour seen in PoG is standard to the Coldstone engine, though there's a few things which you can do that it did not. (Pictures can be added, for instance.) Until you get your hands on Coldstone, it's probably best to assume that you're limited to what PoG does. (That way, when you find out that you can do more, you'll be pleasantly surprised. 🙂 )

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      "A scientist can discover a new star, but he cannot make one. He would have to ask an engineer to do it for him."

    • Blimey, I go away for three days and everything gets slack! 😛

      Quote

      Originally posted by Kireck L:
      **A question just sucker punched me while I was meandering around through topics. I dunno if this was brought up before but I don't wanna look for it. It's about dialogue and stuff:

      1. Can you put a picture with a dialogue? What about changing it for every dialogue box that pops up. Can it be animated?
      **

      You can put pictures and movies for each dialogue you have in your game. Using events trigured by each response, you could change the picture.

      Quote

      Originally posted by Kireck L:
      **2. For whatever reason, would I be able to change the color or scheme of a dialogue as it becomes more or less appropriate to the mood of my game? Like good guy/bad guy or happy/ angry, etc...
      **

      Hrm, this one would be more tricky. the UI graphics are stored seperatly from the rest of the graphics, and are handled differently. I don't think it would be possible, you can't replace or change the UI graphics using the normal events, I may be wrong, next time I'm playing around in Coldstone I'll have a go.

      Quote

      Originally posted by Kireck L:
      **3. Could I change the text color too? This would be for things like highlighting an important word or the name of an itme or monster. Something that isn't a "(?)" which always got on my nerves. Or for changing the text to distinguish the dialogue of the player from an NPC, or to show a choice.
      **

      The text for dialogues is entered into a simple box, and no event scripting is supported for individual words. Cool idea, but sorry. :frown:

      Quote

      Originally posted by Kireck L:
      **4. Does the presence of a dialogue box always stop the flow of time? One thing I noticed was that in POG, everytime I talked to someone, it stopped everything. I watched the cloud of smoke rising from a building of a house to verify this, it didn't rise. I'd like there to be way for time to keep going and everything to keep happening while I'm talking. Is that impossible?
      **

      Fraid it is impossible, the engine is scripted to stop everything when you talk to someone.

      Quote

      Originally posted by Kireck L:
      **5. Is it possible (like in #4) to make other events occur while in a dialogue with someone? I want there to be a way to show stuff happening while people are talking. Kinda like a flash back or a watching a battle scene with all of the talking that goes on during the fight. Maybe like an arena while there's an announcer saying stuff while two or three really big monsters are killing eachother.
      **

      Each time you select a response to a conversation, events are trigured, thus, you could do whatever the event scripting allows. Finally! A positive reply! 🙂

      Quote

      Originally posted by Kireck L:
      **6. Since the dialogue boxes count as a part of the inerface, does tht mean they aren't really changeable. Are things in the interface changeable once they're made? Or are you stuck with what you make them for the whole game. Does this also mean that I couldn't have the dialogue box moved to the top of the screen? Would I be able to change the size of the dialogue box as I please to give more information when necessary. Would I be able to change the size of the text too or font and stuff like that for different changes in feelings?
      **

      You can create other dialogues apart from the basic one Coldstone needs (such as the main game screen, save dialogue etc). This means you could put text in a dialogue before it goes into Coldstone in your image editor. I don't think it's possible to place the dialogues on the screen, they're in the center.

      Quote

      Originally posted by Kireck L:
      7. Juuuuuust kidding I'm done asking questions now. I hope this isn't too much to ask.

      Heh, no problems, it's what I'm here for. 🙂

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    • Can I have dialogue happen via subtitles? I want an introduction scene that's heavily scripted, with lots of dialogue while things are happening. The player will have to make no choices, so I want subtitles with voiceovers for the dialogue in it, not having any little box pop up.

      Can I do this?

      Amorya

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    • Quote

      Originally posted by Amorya:
      **Can I have dialogue happen via subtitles? I want an introduction scene that's heavily scripted, with lots of dialogue while things are happening. The player will have to make no choices, so I want subtitles with voiceovers for the dialogue in it, not having any little box pop up.

      Can I do this?

      Amorya
      **

      That sounds like a good idea, I was gonna ask that. Is it possible to make something that will give you text messages that are technically not associated with a dialogue box. Some way to program some text for informaitonal purposes in the middle of something like training or flying or anything of importance that will sort of remind you of what's going on without you really having to acknowledge it. Is this making sense.

    • Quote

      Originally posted by Amorya:
      **Can I have dialogue happen via subtitles? I want an introduction scene that's heavily scripted, with lots of dialogue while things are happening. The player will have to make no choices, so I want subtitles with voiceovers for the dialogue in it, not having any little box pop up.
      **

      Well, I don't know whether Coldstone itselft could do this, but you could easily make a Quicktime movie to accomplish it, with both the sound layer incorporated and the subtitles popping up. It might be a bit difficult, but it can be done. This also gets around the dialogue box, just set the movie to the startup event and let it run. 🙂

      -Andiyar

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      "Any good that I may do here, let me do now, for I may not pass this way again"

    • Stole the words right out of my mouth, Andiyar! Yes everyone, Coldstone supports cutscenes. If, however, you just have to make it look like it's in the actual game, script the scene first in coldstone (without text). Then run it and use Snapz Pro 2 to capture it as Quicktime. Then display your 733t video-editing skillz to insert the text. This is, of course, the long route, and it assumes Coldstone does not support action during dialogue already.

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      "Fear is the mind-killer. Fear is the little death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past me I will turn to see fear's path. Where the fear has gone there will be nothing. Only I will remain." - Muad'Dib

    • Quote

      Originally posted by Celchu:
      **his is, of course, the long route, and it assumes Coldstone does not support action during dialogue already.

      **

      Nope. It was mentioned further up this topic that the game automatically stops when a dialogue box is present. It'll have to be done the long way, unless the beta testers and Beenox are keeping secrets from us. :rolleyes: 😉

      -Andiyar

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      "Any good that I may do here, let me do now, for I may not pass this way again"

    • What about using images that display text?

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    • Oh well. No short cuts for us, then. 🙂

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      "Fear is the mind-killer. Fear is the little death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past me I will turn to see fear's path. Where the fear has gone there will be nothing. Only I will remain." - Muad'Dib

    • no offence yeah dude but your subject title 'talk to me' is kinda worrying...

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      I love cheddar!!!

    • Quote

      Originally posted by Paddy Perring:
      **no offence yeah dude but your subject title 'talk to me' is kinda worrying...
      **

      raises eyebrow
      Waste of a post.

      So I'm assuming that text on the screen while the game is moving is simply impossible? Oh well. If I have to use graphic for things like that I will because it sounds like a good idea, but how do I assure the fact that I can put the text in the right place and have it stay in the right place on the screen until I'm done with it?
      I thought that the Quicktime movie idea was good other than the fact that it may take up too much space and you can't use it interactively. I guess graphics are the only way to go. (which may also take up a little more space than necessary) All is well that ends well.

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