Character Dialog continuancy using seperate rooms

Started by Revonx, Sat 27/09/2008 15:10:04

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Revonx

I'd like to continue a dialog between characters while switching rooms. I've been trying to do this using the new-room X command, but this unfortunatley aborts the whole conversation. To show you what I mean here are two screenshots from the game I've been making.



This is the player characters dialog options, works fine.



The problem occurs here where the new-room X command cuts off the converstaion before this character 'Granny' can reply to one of the dialog options in this case option 2 'Tell me about the caged child'.

Does anybody know another solution , I've experimented with global variables and annoying popup text boxes, I'm sure theres a module out there that will correct this problem, if anybody knows it.

Thankyou, in advance. Revonx.

Pumaman

Rather than changing room, have you considered using a second background frame for Granny? That way you could use SetBackgroundFrame via a run-script in the middle of the dialog to change which one was displayed.

Revonx

Quote from: Pumaman on Sat 27/09/2008 15:49:15
Rather than changing room, have you considered using a second background frame for Granny? That way you could use SetBackgroundFrame via a run-script in the middle of the dialog to change which one was displayed.

Hmm, that sounds like a very good idea, didn't even think of that, a problem may arise when I've fixed the animation (lip and body movement) to the background, but I'll face that when I come to it, Thankyou.

Revonx

Hmm got a problem

function dialog_request (5) }
SetBackgroundFrame (1);
  }

says theres a problem with '5' in the global script, do you know why

Khris

Code: ags
function dialog_request (int p) {
  if (p == 5) {
    SetBackgroundFrame (1);
  }
}

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