ValturNaa Wrote:@GoRepeat do you mind if I ask how you code your dialog? I've been trying to create a new engine for pokemon pink in gamemaker studio for a while now but figuring out dialog has been kicking my butt, and although I'm looking forward to an upcoming class I'm impatient plus I like to learn new methods. I'm not necessarily interested in the exact syntax since I'm not working in flash but knowing if the dialog is all part of a unified game controller, or an object that you pass data into, or whatever, would sure help me sort out my issues and maybe guide me toward finding my own personal favorite method.
ValturNaa Wrote:@GoRepeat do you mind if I ask how you code your dialog? I've been trying to create a new engine for pokemon pink in gamemaker studio for a while now but figuring out dialog has been kicking my butt, and although I'm looking forward to an upcoming class I'm impatient plus I like to learn new methods. I'm not necessarily interested in the exact syntax since I'm not working in flash but knowing if the dialog is all part of a unified game controller, or an object that you pass data into, or whatever, would sure help me sort out my issues and maybe guide me toward finding my own personal favorite method.
Public function loadDia(dia:int):void{
diaSet = dia;
switch(true){
case diaSet ==101300: this.txtBox.text = "Hi there pal!"; break;
case diaSet ==101301: this.txtBox.text = "Hey, how you been?"; break;
case diaSet ==101302: this.txtBox.text = "Great thanks!"; killDia = true; break;
}
}
Public function diaNext():void{
if(!killDia){loadDia(diaSet + 1)}else{endDialogue()}
}
GoRepeat Wrote:My dialogue box is its own object, then I use a coded integer to call the conversation. Clicking the mouse adds +1 to the sequence so it loads the next dialogue segment. So for example, the variable passed might be 101300 which translates to "load conversation type 10 for story event 13 starting at 00" then the user clicking the mouse or triggering next/etc would reload the dialogue window at a value of 101301 then 101302 then 101303 etc etc; at the end of the sequence I throw in a kill command to remove the dialogue object and end the conversation. It isn't too bad when controlled by a switch command, ie:
That is the concept, if it makes sense. You can get pretty fancy with it like in LoKvG I added the yes/no selection so if the user chose different options it would load different conversations. In SnT2 when you got your mission result, it would update the relevant characters in the integer to give the success/fail/mediocre dialogue results.
Kepler186f Wrote:holy shit if GoRepeat makes a breeding game this community would be on fire. GoRepeat is a legend. I registered because of him. Also what about a Legend Of Krystal game ? Havent seen those in a while
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