SUGGESTION: Cutscene skip confirm

Started by Alynn, Fri 20/10/2006 03:10:49

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Alynn

I was thinking about this the other day, and thought it might be useful, and I believe that it shouldn't break any games in production.

Add a new optional parameter to the StartCutscene command so it would now be

StartCutscene(CutsceneSkipType, bool confirmFirst);

by default confirmFirst is false, and therefore works as it does currently, however setting confirmFirst to true would then pause the game with a popup model asking if they really want to skip the cutscene, if they click yes, it skips as normal, if they hit know, the dialog disappears and the game continues normally.

Sometimes, especially if you have the skip set my mouse button, a player may skip a scene that may have an important clue, this would help stop that from happening.

Theeph

Good idea. That'd be useful.

If you could think up a way of verifying if a cutscene is in progress you could throw together a hack quite easily:

StartCutscene with a peram of -> eSkipESCOnly

Then:

Code: ags

  if (keycode==27) {          // keycode for ESC

         if(insert cutscene condition here){
                  gPromtUser.visible = true;
         }


You could set up a container to hold the Is-This-A-Cutscene? value and just modify it accordingly with your startcutscene() and endcutscene(), and just don't do it when you don't want to prompt the user.

But yeah, a neat little property would be nice. Only problem is you'd be using the ugly default gui instead of something cooler.

Rui 'Trovatore' Pires

Isn't there a variable that tells us whether a cutscene is in place? Or was it undocumented? I remember some discussion on the subject awhile ago... in which case Theeph's suggestion is actually better, as you can customize the GUI.
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Theeph

I can't find anything in the manual, wiki or forum search but I'm not trying that hard. Probably PEBCAK.

Anyway - I think it might be worth mentioning an optional property in the function declaration for Gui number.

eg. StartCutscene(CutsceneSkipType, bool confirmFirst, int guiNumber);

If there is no value called in the script, eg Startcutscene(1, 1) then it would default to the ordinary pop up but if:

StartCutscene(1,1,7); it would pop up gui number 7 instead of the default.

Just a thought.

Pumaman

Something like this would be useful; it would have to temporarily suspend the "in-cutscene" status in order to allow the player to respond to the GUI.  I'll have to think about whether this is possible to do.


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