Two questions

Started by JLM, Tue 24/08/2004 21:13:24

Previous topic - Next topic

JLM

1. I'm going to make a conversation system to my game, in which you can select a topic from a list (a bit like in Quest for Glory series). My first question is: How can I change the text colors in the text box that includes the dialog topics? I want the topics that player has chosen an once to be "marked" that the player can always recognize the new, "untouched" topics.

2. Is there any way to make a charachter (or object) to accelerate? I mean, to increase its speed when it's moving? I first thought that's easy until I read from "AGS Help" to my disappointment: "You can't use the function SetCharacterSpeed() when the character is moving".

Goot

For your first question:
All the dialog options are displayed in the player character's talking color. Therefore, you can't really do what you asked for unless you make a completely customised dialog, using GUI buttons with different font colors, and a bunch of complex stuff which I'm not sure if you knwo how to do.
Got the second question:
If the player is moving the character around it will be very hard to do. But it it's a cutscene you can use this script:

int speed=//insert initial character speed//;
while(speed<//insert max speed here//){
MoveCharacter(GetPlayerCharacter(),coordinates of destination);
Wait(10);//or whatever value you choose, lower numbers mean
//faster acceleration, higher mean less-choppy animation
StopMoving(GetPlayerCharacter());
SetCharacterSpeed(GetPlayerCharacter(),speed+1);
speed++;
}

Ishmael

For your code, Goot, it's a good idea, but I think it make the character's animation choppy (if the thing is animated, like running or something) It would jump back to the 0 frame every time you StopMoving.
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

JLM

Thanks.

About the first question, I'm using as a dialog window a GUI that is simply text window. In general options, I have selected the checkbox "Dialog options uses GUI...".

Would it be impossible thought that the color of chosen topics could be changed after dialog in upcoming versions of AGS? I think it shouldn't be very difficult to implement, and many people might need this kind of option.

Rui 'Trovatore' Pires

While we're on the sbuject, is there still no way to scroll up/down dialog options in Custum GUIs if there are more options than GUI space? I don't know, some game.whatever variable, that allowed us to check for that and add our own nifty buttons? Like, you know, the Darkseed 2 dialog interface? You could make it easily with the default dialog, but you can't, because you can't scroll up/down options.
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

Fabiano

About the scroll option on gui. I put it in the "suggestions" for ags long time ago. Maybe is still there.
Yeah, yeah, It happens. A lot.

JLM

Ok, this is my new suggestion to AGS then:

A possibility to define text color in conversation system for "untouched" topics and "touched" topics. That means, the player can clearly see if there is new, unread topics in the list. I believe this suggestion would be quite easy to implement.

Pumaman

Interesting idea ... it's not trivial to add, since AGS would have to keep track of which options the player had selected, but it's certainly possible.

Phemar


My vote for the colors thing. I need it, NOW!

SMF spam blocked by CleanTalk