Talking heads and puzzle implementation questions

  • #1, by ilyadyakonovTuesday, 21. November 2017, 09:41 7 years ago
    Good day! I've made some graphics and starting to build it up as a game (I own a single copy of Visionaire). I have two major questions at the very start: 

    1) How do I implement talking heads in dialods, like in Broken Sword Director's Cut, Quest for Glory 5 or Septerra Core? 

    One thing!! 
    My talking heads are different - I can efficiently play the dialog movements out, so I want them to be prerendered; and paste them as videos, not as procedural image sequence. So each frase must open a video in particular size of the screen and particular size for the time of the phrase. How can that be done? 

    2) Stupid basic question, but I've searched for the answer here and didn't find it (probaply it's still here): how do I implement first person puzzles, where the character is not seen (for example the chess puzzle in the Whispered World) into third person game? 

    Thanks in advance!

    Newbie

    2 Posts


  • #2, by afrlmeTuesday, 21. November 2017, 12:42 7 years ago
    1. With Lua script & a hookFunction to update the displayed text position & a couple of eventHandlers to detect when displayed text starts & ends. As for the videos... I'm not sure. The recent feature of being able to attach videos to scene objects & play them directly in scenes is new & somewhat still raw as there doesn't seem to be any options to currently scale them to specific sizes or position them where you want them into a scene.

    Anyway, check example 1 here for an example on how to force the text position.

    As for textStarted & textStopped event handlers, they work in a similar way to the hookFunction, but they are only triggered once per new text start/end whereas the hook continuously loops to keep the text in the same place.

    function txtStart(text)
     -- do something
    end
    
    function txtEnd(text)
     -- do something
    end
    
    registerEventHandler("textStarted", "txtStart")
    registerEventHandler("textStopped", "txtEnd")


    2. I'm not going to tell you how to create a chess mini-game as it would take forever & I doubt I could explain it off the top of my head. All I'm going to say is create a menu type  scene instead of a scene type scene. Technically you can create a regular scene too, it doesn't matter, but if you don't need to let the player access the inventory & don't need the way system & so on then what's the point? As for a first person puzzle... check out this sliding puzzle example I created & shared on the wiki. It was scripted with Lua & uses tables to form a grid, which is something you would probably have to do for a chess based mini-game, though it would probably be possible to create without scripting if you are willing to create 100's of values, conditions & if queries in the editor.

    Imperator

    7285 Posts

  • #3, by ilyadyakonovMonday, 27. November 2017, 14:42 7 years ago
    1. With Lua script & a hookFunction to update the displayed text position & a couple of eventHandlers to detect when displayed text starts & ends. As for the videos... I'm not sure. The recent feature of being able to attach videos to scene objects & play them directly in scenes is new & somewhat still raw as there doesn't seem to be any options to currently scale them to specific sizes or position them where you want them into a scene.

    Anyway, check example 1 here for an example on how to force the text position.

    As for textStarted & textStopped event handlers, they work in a similar way to the hookFunction, but they are only triggered once per new text start/end whereas the hook continuously loops to keep the text in the same place.

    function txtStart(text)
     -- do something
    end
    
    function txtEnd(text)
     -- do something
    end
    
    registerEventHandler("textStarted", "txtStart")
    registerEventHandler("textStopped", "txtEnd")


    2. I'm not going to tell you how to create a chess mini-game as it would take forever & I doubt I could explain it off the top of my head. All I'm going to say is create a menu type  scene instead of a scene type scene. Technically you can create a regular scene too, it doesn't matter, but if you don't need to let the player access the inventory & don't need the way system & so on then what's the point? As for a first person puzzle... check out this sliding puzzle example I created & shared on the wiki. It was scripted with Lua & uses tables to form a grid, which is something you would probably have to do for a chess based mini-game, though it would probably be possible to create without scripting if you are willing to create 100's of values, conditions & if queries in the editor.

    Thank you! About the videos: if I'll be able to make them frame by frame pictures, will I be able to paste them as animated items instead of videos? 

    Newbie

    2 Posts

  • #4, by afrlmeMonday, 27. November 2017, 14:55 7 years ago
    Sure, you could add them as regular frame animations linked to scene objects. I don't recommend making them very long though (too many frames) as 2D animation can be quite resource intensive.

    Imperator

    7285 Posts