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> Text Making Noise
Bynine
post Oct 27 2011, 02:51 PM
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Simple request here - does anyone have a script for text making noise when it scrolls across the screen, like in most commercial RPGs? Thank you!
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Essenceblade
post Oct 27 2011, 04:54 PM
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QUOTE (Bynine @ Oct 27 2011, 11:51 PM) *
Simple request here - does anyone have a script for text making noise when it scrolls across the screen, like in most commercial RPGs? Thank you!


Are you sure this is for RPG Maker 2003? Because RPG Maker 2003 does not support scripts. It supports events, as I recall, there is no specific way of doing this. Sadly, RPG Maker 2003 doesn't allow you to configure variables or switches during message boxes. Otherwise you could've just made a few parallel proccesses and a switch / variable to configure the speeds and sounds.


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stripe103
post Oct 27 2011, 10:52 PM
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First thing I thought of is by making the textboxes with images yourself and add the characters image by image and for each image you play the sound once. But trust me, if it's even possible to have that many images, you don't want to do it. Really. Don't.

Otherwise, your best bet is probably to do it Essenceblade way. But as he stated, you cen't change variables throuout the message, making the sound too regular and boring to listen to.

I'd suggest you to just skip it. It isn't really that important anyway. It's a nice touch, but not neccessary.

This post has been edited by stripe103: Oct 27 2011, 10:56 PM


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Bynine
post Oct 28 2011, 02:38 PM
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Aww, gee. That's a shame. Never mind then, and thanks anyway.
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Essenceblade
post Oct 28 2011, 03:36 PM
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Yeah, but to be honest, the continious "ping" noises in the text tend to annoy me unless they were similar to that of Golden Suns. But even then, the highly pitched noises used to ring in my ears for quite a while. I would really only make the sounds occur when you press enter after a message, really. This is obviously MUCH easier by simply just adding the desired sound after text, but it can also get too continious and rather annoying when configuring dialogue for the game developer. I.E--(Missing a single sound during dialogue, then having to exit testing the game and add the sound inbetween the dialogue)


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Rukiri
post Oct 29 2011, 04:05 PM
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The way I did this in the past was.

CODE
play sound
common event: call text box


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Tiro&Millet
post Nov 2 2011, 06:42 PM
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Illusion of Gaia had that "feature", too, and it was not THAT annoying (not more than the "ultra slowmo you-got-a-key sound", thats for sure >.>).
The only way to realise this in rpg maker, beside of the mentioned picture-as-character- method, is in mz opinion to prepare many sound effects containing beep sounds for the following message, e.g. you have a message with 44 characters you play a sound effect containing 44 beeps.
Since one message box may contain 144 characters (as far as i know) you need 144 sound effects. tongue.gif
Or maybe 72 might be enough, no one notices if you use a 44 beep sound at 45 characters.
But anyway, thats completely bullshit, counting the characters of a massage and so on, since i would only use this method if there is really not much conversation in the game (like in IoG biggrin.gif) and i would have MUCH free time to spare. huh.gif


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