Great thanks Khris, i was a doing it by a hard way...
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Show posts Menufunction room_Load()
{
player.ChangeView(SVMIGUEL);
player.SpeechView = 2;
player.x= 70;
player.y= 70;
//other
if (gk_dialog == dMyDialog1) {
cDialogPartner.ChangeView(6);
cDialogPartner.SpeechView =VCLARICESPEECH;
}
gk_dialog.Start();
}
function cClarice_Interact()
{
gk_dialog = dMyDialog1;
player.ChangeRoom(100);
}
@S // Dialog startup entry point
return
@1
cClarice.SayAt(151, 58, 100, "Olá!");
return
@2
cClarice.SayAt(151, 58, 100, "Olá!");
stop
function room_Load()
{
player.ChangeView(SVMIGUEL);
player.SpeechView = 2;
player.x= 70;
player.y= 70;
//other
if (gk_dialog == dMyDialog1) {
cClarice.ChangeView(5);
cClarice.SpeechView = 5;
}
gk_dialog.Start();
}
function room_AfterFadeIn()
{
if (dialogo == 1) {
Dialog.Start(0);
}
}
Quote from: Crimson Wizard on Sun 02/12/2012 20:26:48Quote from: Thumb_Sucker on Sun 02/12/2012 20:07:07Have you tried setting Sierra-style dialogs in project General Settings?
The case is I need a Sierra, Gabriel Knight, dialogue style system, the one with only the floating portraits and subtitles as opposed to the LucasArts system where you are kept in the common view of the game.
General Settings -> Dialog -> Speech Style; set to "Sierra transparent" or "Sierra with background".
Quote from: Eric on Sun 29/07/2012 04:01:58
This is a situation where knowing the proper terminology helps immensely. The GUI you're looking for is called a "verbcoin." Try searching the forums for that, as I believe there are several templates.
Quote from: Khris on Sun 29/07/2012 04:42:24
I guess the best interface for "non-gamers" is "click it -> something's gonna happen".
As in, left-click-> interact, right-click->examine (my favorite interface anyway)
There's no template for that yet, unfortunately. There will be though.
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