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Is there a way to make more than 3 answers in a dialog box? The only two ways I can think of is to have pics pop up (main locations) but those cover the whole screen, and to make one of the options scroll back, and another forward, with one being an actual choice. Neither of these is a great option so I was wondering if anyone knew how to do this.
------------------ The word politics is derived from the words poly, meaning many, and tics, referring to blood sucking parasytes.
Try having responses connect to other responses. It's a bit more indirect, but it works.
ex: What kind of music do you want to hear? 1 Rock 2 Classical 3 Jazz
1- What band? 1.1 Metallica 1.2 Aerosmith 1.3 Rammstein
2- What composer? 2.1 Mozart 2.2 Bach 2.3 Beethoven
3- What band? 3.1 The in crowd 3.2 Nat King Cole 3.3 Ella Fitzgerald (sp?)
1.1 What Song? 1.1.1 Enter Sand Man.... (too late to be thinking this hard)
Get the idea?
------------------ -TheDarkDragon Lots of luck, we're all here to learn anyway.
Quote
Originally posted by Demiscus: **Is there a way to make more than 3 answers in a dialog box? The only two ways I can think of is to have pics pop up (main locations) but those cover the whole screen, and to make one of the options scroll back, and another forward, with one being an actual choice. Neither of these is a great option so I was wondering if anyone knew how to do this.
**
If you do not care about options given to the player (i.e., you let the player choose the correct word to "say" to trigger the response) you can use my "multiple questions" system (you can find it at (url="http://"http://www.AmbrosiaSW.com/games/coldstone/addons.html")http://www.AmbrosiaS...one/addons.html(/url) ). You can have up to 10 answers (which you may give to the player before, or leave them secret).
Hope this helps,
Alois
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Actually, the reason I was asking this was because I'm making a turn based rpg system (without the use of the mouse). When its the players turn, the game asks him what he wants to do, attack, defend, or use an item. Defend and item are a direct link but the attack then gives you three more options (Attack, Spell, or Skill). Once you get to the point where you're picking who youre going to attack, you have to choose, and I was kinda hoping to have more than three enemies.
Another thing that would be useful would be a "back" option because as of now, once you pick what you're gonna do, you're stuck that way.
One idea I just had, would be to bring up the spell menu (My spells are made from a bunch of variables) and change the spells he could pick from to enemy1, 2, 3, 4, 5. Then just have the spell continue the line of code. I think this might actually work, but if anyone has any other ideas, I'd definitely be willing to hear em.
I am making a game with limited mouse usage and a turn based battle system too. My game will only have one enemy per encounter, but I think I know a way to make a choice for different enemies. (Speaking of which, is there a better way of making random battles than putting an event on every map cell?!)
Anyway, I would make a picture for each name of each enemy. Then make a picture for the target selection. (Just a rectangle with -TARGET- at the top or something.) Make a global called gb_cursor positon or the like and set it to 1 when you enter the target selection mode. (Make a global for the battle mode too; 0 for the enemy's turn, 1 for command, 2 for enemy selection, etc.)
Make globals for enemy number one to however many enemies you want. Give each enemy an ID # so if you want Zombie (it can have ID#1 for now) and when you check which name to draw, if the ID is 1 you can draw your zombie lettering picture at the first enemy position.
If the battle mode is 2, when you push the down arrow it will add 1 to the cursor positon global, then call an event to draw the cursor depending on the cursor positon global. (-If cursor postion = 1, use stamp control to erase the cursor and redraw it at the top. Else, if cursor position = 2, erase and redraw the cursor at the coordinates where the second name is, etc.)
Do you get it? I probably don't make much sense, so if you want me to explain better or say more, just say so. I hope this helps.
thanks but I already kinda figured that out (check the thread called bad but possible workaround for fonts). That was pretty much the idea I had. About the event on every map in the cell:
1)make an npc thats going for a certain cell 2) when he gets there, have a random chance for the battle 3) delete the npc 4) make a new one
Just goes to show that it's hard to think up an idea that no one else has thought of :). Thanks for the advice about random battles. I'll try that, but I'm not sure if it's what I want.
if you make the npc one step away from his destination then it should work out well. Or you could make global keydown events on the down, up, left, and right keys.
Or you could have him be invisible and fast, then move across the board at the speed of light and if the caracter ever caught him, he would turn the hero into a flying fish and...okay...never mind.
A better way to do this would be to have an event with a wait command and the random variable, then have it trigger iteself at the very end. Place this in the intialization event thing. This might have one problem if it continually piles up and eventually crashes, but it should work.
the only problem with that is the wait command makes it so absolutely nothing goes on. setting keydown on left, right, up, and down would work a lot better i think. Plus that way if youre not moving you can't get attacked (now that doesn't make sense but it's kind of classic)