Sorry if this is a silly question, but it looks to me that we can't do this in AGS currently:
Is it possible to have a Broken Sword dialog interface with pictures instead of text. Also, to have the inventory visible at the top of the screen that can also be used as dialog topics?
Currently you can't use images as dialog options - although this was requested once before, by Chrille I believe.
It's still on my to-do list somewhere, so I'll bump it up a bit since you'd like it too.
i like that,too!
Would it be possible to script a custom dialogue interface? I'm not planning on doing that by any means, but there wouldn't really be any reason why you couldn't, right? It would just require a lot of thought.
Yes, i wanted to use SamnMax/Broken Sword/Discworld2 style of dialog interface too, but i later decided not to, as it would currently require too much additional scripting work (if it would be even possible).
So, one more vote from me :)
You can script your own icon based dialog interface, I've done it for Revenants.
Do you have the source code for that? That would make a really great tutorial :D
I suppose I can put a tutorial together, give me a few days.
Can someone post a screenshot of how the Broken Sword dialog options screen looks, so I can see what sort of thing you're after?
Here's a screenshot from the dialog options window in Revenants. Basically like a dialog options window only with images instead of text. Of course, it can easily be added with some extra code as seen in the tutorial ;)
(http://www.gaspop.com/dialog.png)
And here's an example from Discworld2:
http://maniac.adventuredevelopers.com/disworld.jpg (http://maniac.adventuredevelopers.com/disworld.jpg)
As Chrille said, it's similar as normal text-dialog options, except you have icons for different topics (btw, it would be nice if they could be animated for mouse-over :)).
For example- when you start talking you have a few icons available, later as you "unlock" new topics, new icons appear.
Here's a similar screenshot from BS1:
http://www.mobygames.com/images/shots/original/989442194-00.gif
...and here's the inventory
http://www.mobygames.com/images/shots/original/989444747-00.gif
kinda like sam n max then? never played the other games ;)
Quote from: custard on Thu 24/04/2003 10:52:15
kinda like sam n max then?
That's pretty much it, yes :)
Ah ok thanks, I see how it works.
I'm wondering what the best way of implementing this into AGS would be, to still enable you to customize it to the extent you want. I'll have a think about it for a future version, but Chrille has a clever workaround for this version (although it does limit the number of dialog topics to the available inventory items :) )
Great :)
I think the easiest way for users would be an option, to assign pictures for dialogs, in the main "dialog topics editor" along with "Show" and "Say" check-boxes (if picture would be assign for topic, it would be displayed as pic, otherwise as normal text).
An option to display dialog pictures in a vertical or horizontal line would be neat too.
Then again, i don't have a clue how hard/easy would this be to implement :)
Yep, that part is easy enough - select a sprite instead of typing in the option name.
It's more about how the options get displayed in-game. How can it be customizable enough to allow them to be wherever on the screen people want them, that sort of thing.