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12 réponses à ce sujet

#1
MokahTGS

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 I have a couple cutscenes at the beginning of Jabberwocky that are setup to go from node to node without input from the player.  Something like this:

"Line of text one"
||
"Line of text two"


The default time that the game takes to transition from line one to line two is a little long.  Is there a way to shorten this time?  If so, how?

Modifié par MokahTGS, 28 août 2010 - 10:15 .


#2
Guest_Chaos Wielder_*

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None that I know of. I made the amount of text shorter to speed things up, but I'm sure you knew that already.

#3
PJ156

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It is my understanding that the player node (I leave it as CONTINUE rather than ||) takes no time. The time of transistion is dictated by the length of your text as CW suggested.

Dumb question as I understand you to be experienced at this but have you set delays in the convo node.

PJ

Modifié par PJ156, 28 août 2010 - 10:49 .


#4
kamalpoe

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I put in [Continue to listen.] or [Continue to read.] for my player nodes. That way it's up to the player.

#5
Orion7486

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I use the Rogue Dao Lip Flappers. They are silent .wav files of various lengths. If you put them in the sound field of the convo, I believe that will be the length of time the node would be displayed.

#6
_Knightmare_

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You can set a specific length of time in the node's options (Delay time I think its called).



If you leave the PC node with no text at all, [CONTINUE] will get added by default and in game will skip the PC node directly to the nect NPC node. Note though that the PC node does officially fire, so you can use it to fire off scripts and such.

#7
MokahTGS

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Orion7486 wrote...

I use the Rogue Dao Lip Flappers. They are silent .wav files of various lengths. If you put them in the sound field of the convo, I believe that will be the length of time the node would be displayed.


We have a winner!  Yes these work perfectly for timing lines to happen when they need to.  The "delay" field on each node is NOT for the length of time that the node is visible.  It is for delaying the amount of time before the player can click through a line of dialog.

Lip flappers is the way to go!  Thanks!  :D

#8
PJ156

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This is cool, I've learnt something useful here,



PJ

#9
_Knightmare_

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MokahTGS wrote...

The "delay" field on each node is NOT for the length of time that the node is visible.  It is for delaying the amount of time before the player can click through a line of dialog.


That is true, but it also decides the display length. I only "hard code" the time delay in nodes where I have a special scripted scene running and it will take a certain amount of time to play through (and things might get messed up scriptwise if node is just clicked through by player). I've delayed nodes with no (NPC) text in them just as a "set the mood" camera shot with no spoken text.

I think the node display time follows this general order:

- If no sound or Delay assigned to node, display is based off text length in node
- If Delay but no sound, display based off delay timer and text length (Delay being minimum display time)
- If sound, display based off sound file length

Modifié par _Knightmare_, 29 août 2010 - 11:59 .


#10
PJ156

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I have found that sometimes text length does not work properly and some longer text strings appear for only a few moments. this is fixed with the delay.



I also use delay when there is action occuring on a blank NPC node to allow the anitmation to complete. I.e the camera watches someone walk off shot.



I have not noted a sound forcing the delay. I am going to play with that when I next get time on the toolset.



PJ

#11
Shaughn78

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With longer conversations nodes watch the lip flappers, you will need to set a delay if you have a blank PC response and go into another NPC line. If this isn't donw the player will be forced to manually pause the conversation to read lengthy parts.

#12
Games For Learning

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Rogue Flappers certainly does the trick and has a nice visual effect, but you could voiceover with a program like Audacity (for free download). The length of the sound file does indeed give you an appropriate delay, and you can click past the node if you read faster than that. I don't like the delay since I find it annoying not being able to move ahead quickly.



(If you have Rockband then the USB microphone can be used for voiceovers).

#13
Shaughn78

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With lengthy conversation nodes watch the length of the lip flappers, especially if you are following the NPC node with a blank PC node. If a node is going to take longer than 12 seconds to read, you will need to add a delay, or the player will be forced to either manually pause to read longer nodes of miss information.