Apologies for the barrage of (possibly stupid) questions lately. I'm demoing my game at an expo for the first time next weekend, so I've got a lot of stuff to catch up on in a short amount of time!
I've just started implementing voice-overs in my game (currently just testing with text-to-speech), and I've noticed something odd about subtitles.
Let's say there are two different interactions, each with a dialogue -> play speech action. One piece of dialogue might be very short, just a second long, and another might be a few seconds long. If I activate the long dialogue, and then the short dialogue, the short one ends the long one's speech and subtitle - as expected. But it's as though the subtitle for the long dialogue is waiting in the background, ready to pounce: as soon as the short subtitle is finished, the long subtitle comes back to finish up its time, although thankfully with no speech attached.
So I end up with this from two interactions: [long subtitle] [short subtitle] [long subtitle comes back].
I hope I'm making sense. I'm kind of going mad at the moment
Here's a screenshot of my speech settings:
https://dl.dropboxusercontent.com/u/14522925/Images/Speech-settings.png
Oh, and another question: The option "Speech during gameplay can also be skipped": this means the player can click to dismiss any speech/subtitle that pops up, but if they're currently highlighting a hotspot (one with its own speech interaction), the click dismisses the current speech but doesn't then activate the hotspot as well. This causes an extra click and bogs down gameplay.
Basically I'd like the player to be able to dismiss any subtitles/speech by clicking arbitrarily, but if they're highlighting a hotspot, the single click should dismiss the subtitles and activate the hotspot. Is there any way around this?
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Comments
Something I forgot to mention: I'm running all audio in the background, so as to not require any additional clicks from the player and to let them carry on with things while speech and subtitles play.
If you want to end all speech before a new one plays, you can use the Dialogue: Stop speech Action before starting the new one.
As for the clicking speech issue, that's by design. I'm undecided about whether that should change in AC / be an option, but removing this effect should be a simple matter of opening Speech.cs, and commenting out line 482:
KickStarter.playerInput.ResetMouseClick ();
That line of code essentially tells AC that the mouse click has been "used" to skip speech and can't be used for anything else.