Dialogue options like in Sam & Max Hit the Road

Started by doctorhibert, Mon 10/06/2019 17:52:51

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doctorhibert

Good morning everyone. I was thinking of making a sort of detective game with lots of conditional dialogue depending of which clues you currently have. Problem is, I can't figure out a way to add or remove dialogue options short of having different dialogues for the different sets of clues you could have (So say you have clue 1 and 2 then the dialogue would play where you can show either clue, if you have clue 1 and 3 a different one, only clue 1 and a different one, but that would require a massive amount of dialogues).

The only way I've thought of fixing this is to have dialog options like in Sam & Max Hit the Road, where you have pictures for each dialogue. The way I thought would be having invisible objects that become visible when you talk to a certain person, and more become visible if you have the right requirements (have the clue, haven't asked about this already, etc.).
[imgzoom]https://www.mobygames.com/images/shots/l/735152-sam-max-hit-the-road-dos-screenshot-talking-to-max-note-the.png[/imgzoom]

What do you guys think? Is this a good idea? Is there a better way to do the options, maybe with a GUI? Is there a way to change the available dialogue options on the fly for the normal AGS dialogue? How would you solve this?

Thanks in advance guys, I don't know what I'd do without you

Khris

Quote from: doctorhibert on Mon 10/06/2019 17:52:51Is there a way to change the available dialogue options on the fly for the normal AGS dialogue?
There's this: https://www.adventuregamestudio.co.uk/manual/ags48.htm#Dialog.SetOptionState

Since this solves the original problem, you no longer need the object based system I assume? If you still want to do that, afaik there's a module for that.


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