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Author Topic: Moving dialogue...  (Read 3351 times)

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organican

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Moving dialogue...
« on: December 29, 2004, 08:30:44 PM »

Welcome back organican...

OK so now I decided to try something simpler for awhile,
after taking a timeout from the WME scene and having my project on ice...
Maybe I will get back to that later... no hurry really...

But right now I decided to try and make a mix between a graphic novel and adventure game,
so... but then, when -- btw, it's first-person, and in this simpler project I don't have all the text in a text-box like in the other game but let the people do their talking...
ok,so when I talk to this woman, the text moves like this, like it's walking or something...
hello
   hello
        hello
             what do you want
                  what do you want
etc, then it stops and stays in the same position for the rest of the time while in that room.

So what I want to do is to have the dialogue/peoples words in the same place all the time
(yeah, the people are region entities if that has anything to do with it..)

Maybe you can tell me where the code that controls the position of "the talking" is?
I don't want it to be moving -- unless I tell it to!

There. A simple question to get Mnemonic's brain cells back in order...
« Last Edit: December 29, 2004, 08:35:40 PM by organican »
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Mnemonic

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Re: Moving dialogue...
« Reply #1 on: December 29, 2004, 09:59:22 PM »

You probably use smaller scene dimensions than your game resolution. WME is then confused, tries to scroll the scene and the result is this self-moving speech caption. Set the dimensions of your scene's main layer to the game's resolution and it should fix the problem.

EDIT: or you can use the SubtitlesPosRelative attribute, but the first solution is definitely better :)
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organican

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Re: Moving dialogue...
« Reply #2 on: December 29, 2004, 11:03:20 PM »

 ::thumbup Super-thanks!!
It works now...!!!
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