Introduciing Dialog

Started by goldensox, Wed 09/01/2008 19:39:58

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goldensox

Hi ppl, you know, im wuite new on AGS and i need help doing a really simple thing. Also, before  some advanced menbers go apeshit, i searched the entire forum for one solution and didnt found anything.

well, as i was saying, does anyone knows how do i make an starting dialog to my game, like they did on 4 of clubs? thanks by the time...
Faster than a doughnut, stronger than cardboard.
                                                                    -Wario

Ghost

I think you are talking about a cutscene here. You do the following:

For the starting rooms "player enters (after fadein)" even, you make a runs script- action.

In the editor, write:

StartCutscene();
player.Say("My name is Guy Brush. I wanna be a pirate!");
cCharacter.Say("Your name is what???");
EndCutscene();

And that's it- all the stuff you write between the cutscene commands are executed automatically.

(You will need to replace cCharacter by the script name of some character in your game, though  ;) )


goldensox

thank you so much dude, i just needed to know dat to star doing my game!
Faster than a doughnut, stronger than cardboard.
                                                                    -Wario

Khris

Exactly. goldensox, it's not surprising you didn't find that answer in the forums right away because searching for such a specific thing is, well, impractical.

Solving your problem is as easy as combining pieces of knowledge like
a) the game starts at the room entered as starting room in the player character's settings
b) when a new room is loaded, AGS runs the room's "before fadein" event, fades in, then runs the room's "after fadein" event

I almost read your post as some sort of complaint, btw. I'm sure that's a misunderstanding on my part, otherwise I had to go apeshit.

goldensox

#4
damm, its saying 'not enough parameters to call function'


how i fix that?
Faster than a doughnut, stronger than cardboard.
                                                                    -Wario

Dualnames

No problem.. Ghost forgot to mention that StartCutscene uses enum
which means that if you have the auto complete option on on the editor
when you type StartCutscene( some options will appear it's how you want players to skip the scene. i use:
StartCutscene(eskipESConly); which enables the player to skip using ESC key.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Khris

That error message states the line, so where's the problem with looking up the command inside that line in the manual?
I mean, I don't see how the error message could be even more clear.

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