Conversations - A Few problems.

Started by timmle, Sun 03/08/2008 09:38:50

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timmle

Just started my first dialog, using the tutorial very kindly supplied on the site, and it works great, everything is how it should except one thing.

In the second part of the dailog, which is a branch off with more options, once you have asked all the questions possible in that section the last item is "That's all for now" and it returns you to the original conversation using the goto-previous command.

But this command puts you right at the beginning of the conversation which starts "Greetings!" etc and this looks rather silly when you've already been talking to them for 4-5 minutes. So i have a few questions...

1) How to i change it so that the goto-previous command is more specific and you can jump back to the options instead of running through the greetings stage again?

2) Can i change the options, that you input that are displayed at the bottom of the page, to be at the top of the page instead and be icons like most point and click games instead of lines of text. The icons would look so much cleaner.

I do love the way the text is above the character's heads as they talk i am defintely keeping that as it looks smart, but how do i change the text colour for each individual character?

Thankyou for your help if you can.



Khris

1) Don't put the greetings stuff inside the dialog but before.
Code: ags
// talk to Guy
  player.Say("Greetings!")
  Guy.Say("Blah");
  player.Say("Bleh");
  dGuy.Start();

// dialog script
@S
@1
...


2)Using icons isn't possible with the built-in dialog system. You'd have to script your own. I believe there's a module floating around the forums.

http://www.adventuregamestudio.co.uk/manual/Character.SpeechColor.htm

timmle

Thankyou very much for your reply.

Sucessfully changed the dialog and now it works perfectly, i am going to look through the modules for changing text selection to icons in dialog later on and see how it goes.

On the link to change the dialog colour, i don't know if i'm being stupid, but it doesn't tell me where to place this script.

int Character.SpeechColor


Example:

cEgo.SpeechColor = 14;

---------------------------------------------------

So do i go into globcalscript and enter the following at the bottom of the script or is something i have to modify which is already in the globalscript?

int Character.SpeechColor
{
cEgo.Speechcolor = 14;
}

Khris

Either set the color in the character's properties pane or (not recommended in this case) put the line inside the game_start function.
Code: ags
// Called when the game starts, before the first room is loaded
function game_start() {   
  // Put the code all in a function and then just call the function. 
  // It saves cluttering up places like game_start.
  initialize_control_panel(); 

  player.SpeechColor = 14;
}


QuoteSucessfully changed the dialog and now it works perfectly, i am going to look through the modules for changing text selection to icons in dialog later on and see how it goes.
You can't do that. Like I said, "Using icons isn't possible with the built-in dialog system."

So you'll have to do all the dialog stuff yourself and can't use the built-in options and scripts.

timmle

#4
I meant i would download the module i found on these forums to replace the text options for dialog with icons instead. Why,  isn't this possible?

I was thinking of using the following module so i could use the icons in the dialogs - http://www.adventuregamestudio.co.uk/yabb/index.php?topic=25866.0

That's what i meant when i said "i am going to look through the modules for changing text selection to icons in dialog later on and see how it goes."

Thankyou for all your help.


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