Is it possible to use Monkey Island style dialogue with a hotspot instead or a character, lie a picture that's part of the backdrop?
Sort of. Just put an invisible character at the hotspot and have it speak.
Wouldn't the invisible character have to be the same size as the hotspot so the player can click on it?
No. You can still process clicks on the hotspot - you only need the character to display the speech.
Ahh right, thanks Akatosh. :)
Just remember to set the Character's clickable property.
~Trent
There was no need to Trent, I imported a 1 pixel image for the character so it was literally invisible!
Sooner or later someone will click it ;)
Perhaps not, but doing things correct from the start is important when scripting or programing.
And if you set pixel perfect click detection to false someone will find it way easier(instead of searching one pixel).
QuoteAnd if you set pixel perfect click detection to false someone will find it way easier(instead of searching one pixel).
I think you misunderstand (unless I misunderstand your response ;D)
The 1 pixel is only to create an invisible character that nobody will see or interact with, it's just there so the player can
talk to a hotspot. :)
I didn't. If you have an overhotspot label and have set pixel detection click to a rectangular check the player will find it easier.
If the sprite is just one pixel big, it doesn't matter if perfect click detection is activated or not, because there's no transparent border around the "sprite". (As long as the pixel isn't transparent, of course, but I assume Nickydude chose the color of the background pixel the character's positioned at.)
The pixel wasn't transparent, it was the same colour as where I placed it on the background. Thanks for the info though guys. :)
I apologise to all for not grasping the info you guys are giving me as the way I have, with the 1 pixel character, works. What you guys are really saying is that dialog should always be with another character and any 'workarounds' probably won't work as they should?
Like was mentioned, making the character not clickable will effectively exclude them from the player's gaming environment, making unforeseen stuff less likely to happen.
When I started programming, I also focused on getting things to work, but making them foolproof is at least equally important, if not more. Even if no stranger might ever look at or use the code, it makes debugging way easier. And there's one stranger who might get a look at it after all: you, a few months from now. ;)
So making it non clickable will in effect make it 'invisble' to the game, even if the player clicked on it?
To clarify, non-clickable only does just that...it makes the Character fail to respond to any clicks...the clicks would pass directly through the Character.
Think in The Secret of Monkey Islandâ,,¢ in the corner with the Citizen of Mêlée Island and the Men of low moral fibre...there's lots of NPCs walking around, but they're practically ghosts. You can't click on them, your clicks go right through them. Now in AGS terms they would also have their Character.Solid property set to false which is why you can walk through them...but as far as the interactions go that's what Character.Clickable controls.
Ahh, got it now, thanks guys! :D