The main difference between “@” and “&”:
You all know that @ is usually used to apply a command line:
@CHARACTER stands position @transition … @pause for a beat / pause for # (seconds)
and so on… but what does the “&” do?
position: screen left/center/right; upscreen left/right and so on…
#: number, either for time in seconds, size % or zone number
Let’s say you want a Character placed and have him/her do an animation BEFORE you transition into a scene:
@CHARACTER stands position in zone # AND CHARACTER faces direction AND CHARACTER is animation @transition fade in black 2
-> the transition will be broken, means we see the character doing its animation and then it transitions in shortly
To avoid this:
@CHARACTER stands position in zone # AND CHARACTER faces direction &CHARACTER is animation @transition fade in black 2
-> the transition will work perfectly
You want a Character to say something while s/he walks?
&CHARACTER walks to position in zone # in # AND CHARACTER faces direction AND CHARACTER does it while walk_talk_neutral CHARACTER Text
The problem here in 1.: The Character would talk the whole time, that would look strange if you actually have more than one Character talking, I suggest this:
&CHARACTER1 walks to position in zone # in # AND CHARACTER1 faces direction AND CHARACTER1 does it while walk_neutral AND CHARACTER2 walks to position in zone # in # AND CHARACTER2 faces direction AND CHARACTER2 does it while walk_neutral @pause for 2 CHARACTER1 (walk_talk_happy) Text &CHARACTER1 is walk_neutral CHARACTER2 (walk_talk_happy) Text &CHARACTER2 is walk_neutral
Here, in 2., Character 1 and 2 would switch from talking to not talking and still walk to a position. The same principle for walk to spot:
&CHARACTER walks to spot size xxx yyy in # AND CHARACTER faces direction AND CHARACTER does it while walk_neutral CHARACTER (walk_talk_happy) Text &CHARACTER is walk_neutral
- When you enter a looping background:
&CHARACTER enters direction to position AND CHARACTER does it while walk_neutral THEN CHARACTER is walk_neutral CHARACTER (walk_talk_happy) Text &CHARACTER is walk_neutral
You want a NARRATOR BOX while panning?
&pan to zone 3 in # NARRATOR Text
You want to zoom on a CHARACTER or something in the background, while the Character talks or the NARRATOR says something?
&zoom on xxx yyy to #% in # NARRATOR Text
&zoom on xxx yyy to #% in # CHARACTER (animation) Text
Or pan and zoom on a Character who is saying something (with walk to spot or with walk to position)?
&pan to zone 2 in # AND zoom on xxx yyy to #% in # AND CHARACTER walks to spot in # AND CHARACTER faces direction AND CHARACTER does it while walk_sad/walk_rear CHARACTER Text
&pan to zone # in # AND zoom on xxx yyy to #% in # @CHARACTER walks to spot in # AND CHARACTER faces direction AND CHARACTER does it while walk_sad/walk_rear CHARACTER Text
Here the time (#) for pan and zoom is basically the same. But, the time for the walk to the spot needs adjustments, if you want to have the Character you follow visible in the scene.
&follow CHARACTER to screen position in zone # in # AND zoom on xxx yyy to #% in # AND CHARACTER faces left/right AND CHARACTER does it while walk_sad/walk_rear CHARACTER Text
Here the time (#) for follow and zoom is the same for the Character being focused on in the scene.
(Just a quick reminder: When a Character walks to a spot in a different zone you either have to add or subtract the number of zone lengths (one length is 320). For example, the Character walks from screen center (160 0) in zone 2 to screen center in zone 1, you’ll have to write: @CHARACTER walks to size -160 0 in # (160-320 as you go a zone back it’s negative). If the Character walks to screen center in zone 3 it would be: … walks to size 480 0 in # (160+320) and to zone 4 it would be 900 0 in # (160+320+320).)
In all these pan to and zoom on while narrating or talking cases, I suggest adding a “@pause for #” after the text. That will let the zoom and pans play out and you avoid that those are continued into the next scene. How long the pause has to be, you need to find out on your own. I suggest to start with @pause for 1 and test how it goes within the app. Try to imitate a fast reader and then you either elongate the pause or shorten the zoom/pan times.
You want to avoid your Character standing in an awkward position after they said something?
CHARACTER (deepbreath) (Oh my, what a day.) &CHARACTER is idle_sad
Or react to something another Character said?
CHARACTER1 (talk_arms_crossed) You can't be serious? &CHARACTER2 is deepbreath AND CHARACTER1 is idle_sad
Transition in/out while a Character enters/exits:
&CHARACTER enters from direction to screen position AND CHARACTER faces direction @transition fade in color #
&CHARACTER exits direction AND CHARACTER faces direction @transition fade out color #
by ANTIKA (28.02.2017)
P.S. If anything is unclear, or you have a suggestion what might be added here, please feel free to contact us.