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Topics - PaddyF

#1
Hi guys,

Need advice:

I want my character to add information to a notebook over the course of the game which the player can review.

I am thinking about using ChangeRoom when the player looks at notebook in the inventory to change the player to a Notebook room.

If the player has acquired information from a dialog option, an address for example, and I want to update the NoteBook room to reflect that, should I create a duplicate room and use an if/else statement to load it?

I thought about using one room and numerous objects that appear if dialog options have been chosen but I've heard too many can hinder performance.

Finally, I would prefer the notebook room to appear in a box (320x200) over the 640x470 game screen, will I have to use a GUI for that?

Thanks for any and all advice
#2
Hello,

Apologies first of all as I am very new to coding.

I have scripted some code to provide some basic animation during dialogue sequences.

This code is either part of a interact function or dialog.

The animation in question uses view 11, which has two loops.

Loop 0 is the animation to the right.

Loop 1 is the animation to the left

( I have not tried to call Loop 1 up within the code yet.)

Code: ags


 //Show Badge Animation
            cChar1.LockView(11);
            cChar1.Animate(0,4,eOnce);
            Wait(20);
            cChar1.UnlockView();
        cProstitute.Say("Nice to meet you Detective Louie Thompson.");


My objective is for the Char1 to animate loop 0

IF: The NPC is right of Char1

And therefore for Char1 to animate loop 1

IF: The NPC is left of Char1.

The game I am working on only has left/right views if that is relevant. Meaning it is a flat 2d Point and Click adventure game.

Any and all help is greatly appreciated, I've tried to find a relevant tutorial for this but I don't quite understand what if/else statements to use or if I need a Global Variable.

Again i'm new to coding.

Thanks for any help or feedback.
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