Posted By
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Message
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JP
Registered 07/06/2003
Points 1338
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5th June, 2008 at 06:29:28 -
Any way to write all your text in a file, then have it load certain sentences when you approach a character?
Say I have a text file like this:
Keenan
1. Sup dude?
2. Hey!
3. Hi there.
Ryan
1. Piss off!
2. Go away!
3. ......
And when the character collides with Keenan the game chooses one of the lines in Keenan's character word bank.
Basically I plan on having a huge amount of characters and I just wanted to write out everything in one spot.
Steve Zissou: Anne-Marie, do all the interns get Glocks?
Anne-Marie: No, they have to share one.
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OMC What a goofball
Registered 21/05/2007
Points 3516
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5th June, 2008 at 09:51:36 -
Lists may achieve that function, but I'm not sure how that would pan out... plus everyone here seems to have something against lists... INI's may also be usable, but that would be a mess... I'd say lists.
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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5th June, 2008 at 10:45:41 -
There is an example on Clickteam's website using the text blitter object and ini's
.
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Pixelthief Dedicated klik scientist
Registered 02/01/2002
Points 3419
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5th June, 2008 at 14:10:40 -
http://www.create-games.com/forum_post.asp?id=221350
If you've got TGF, you can look at how I did it with gridquest. It processed an INI file to allow for one of X random strings chosen when talking to an NPC, and then a linear dialogue tree from that.
Gridquest V2.00 is out!!
http://www.create-games.com/download.asp?id=7456
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lembi2001
Registered 01/04/2005
Points 608
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5th June, 2008 at 15:46:14 -
could you not do it in a similar manner to a "choose your own adventure" book. you know, the ones where you have a passage of text then you have some options available to you. The way i would do it is to assign each character an ini file with the group [speech] in. in here have all your phrases as seperate items. you can then write your code to retrieve each item based on a chracters alterable value.
n/a
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