intro scenes, scripting, and so on.

Started by certainlynotharry, Mon 01/09/2003 08:21:04

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certainlynotharry

Well, this is quite the program, but after reading through a bunch of the tutorials, I'm convinced that a fool like me may never get the hang of this. I have created all my images and characters and rooms, and now comes the part of the game where I make stuff happen.

But how do I actually start the game with an intro scene? I can go from room to room doing stuff, but how do I begin an intro scene? Like, what must I do? Do I have to duplicate the room and actually save it as intro.crm? Now then. What I want is for it to fade in with some words said by characters, then the screen appears, a character says something, and the other characters walk through about five rooms before they reach a last room, say something and the game really starts.

Would I have to learn how to script this by typing and actual words or can I do it with the visuals?

Ishmael

#1
This can be done with

MoveCharacterBlocking
DisplaySpeech or CreateTextOverlay
NewRoom or NewRoomEx

and if you want it to be skipable, use StartCutscene and EndCutscene... Look for these commands in the manual.
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.

certainlynotharry

So here's my second question. Can you change who the player character is halfway through the game like in Day of the Tentacle?

Gilbert

#3
*dont read this one, says Scummbuddy, Gil is the evil!1!


ChangePlayerCharacter()


Edit* I think you were mixing up ChangeCharacterView perhaps?

Scummbuddy

SetPlayerCharacter

each character has their own defined inventory so switching inv items is a snap.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

certainlynotharry

Hey, I've figured some of this out. Using the interactions and whatever, si there a way for me to tell the game WHERE in a new room to place nonplayer characters? Because right now it's just placing them at the same location they disappeared from the last room, and I want them moved way, way, way overand down.

Scummbuddy

Thats why TK sent you to go look up NewRoomEx in the manual.  It is available in the interactions menu, however.  Its called basically what you asked for...
Player - Go to a different room (at specific co-ordinates)
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

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