Ambrosia Garden Archive
    • bad but possible workaround for fonts


      Simple, but if you intend to use this for the entire game..... could take awhile. ok

      first, make a pic for the dialog you want it to display, (the long part). Instead of saying "open dialog" you freeze chars/disable movement/whatever you feel like not having going on when the dialog box is open.

      Now the tricky part: you've got to make a variable... call it dialog or something. Make a global keydown event. Have this trigger an event that says:

      If the dialog variable equals ? then do this. If it equals 0 do nothing.

      In short, youre making a pic for every dialog box. turning the player graphic into the pic whie disabling movement. Changing a variable so you can hit something to continue (it opens a different pic if the variable is different).

      Now after its over change the variable to 0 so the button won't do anything and change the player graphic back.

      This is a very long way of doing this so I'm only recommending it for special scenes. But it does open up some other possibilities:

      1. more than 3 dialog answers
      2. timed dialog boxes. (icon change, wait 3 seconds, icon change....)
      3. I gotta go but there are a lot more possibilities than fonts with this.

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      The word politics is derived from the words poly, meaning many, and tics, referring to blood sucking parasytes.

    • Excellent idea. 🙂

      It may be unworkable for larger games, but it is, as you say, useful for more than just fonts.

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      quitcherbellyachin.
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