Text Bubbles and Cutscenes
Author | Topic: Text Bubbles and Cutscenes |
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Apprentice
Member # 4268
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written Monday, April 19 2004 21:54
Profile
A problem I am trying to solve at the moment is how to do text bubbles. Mainly I want to know how I can make a textbubble appear for a few turns then dissapear for a few turns and then come back and so forth. I also would like to know how you make one textbubble after the other come because I can't seem to make it work! :eek: Oh and another thing. Can someone help me out with this cutscene stuff i can't figure it out! :confused: :confused: :confused: -------------------- He strikes silently with large claws..........and webbed feet! Posts: 24 | Registered: Thursday, April 15 2004 07:00 |
Shock Trooper
Member # 4180
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written Monday, April 19 2004 22:20
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What I do to put "Zzzz..." bubbles on a sleeping character in one of my towns is something like: if ((get_current_tick() % 2) == 0) { // put up your bubble here } That makes it appear every other 'tick'. Changing the modulus (of course) changes the number of turns between it showing up. In a cutscene, a string of text bubbles would look something like this: text_bubble_on_char(6, "I'm talking..."); force_instant_terrain_redraw(); // draw it pause(20); // give player time to read it text_bubble_on_char(6, ""); // clear last bubble text_bubble_on_char(6, "Saying something else..."); force_instant_terrain_redraw(); pause(20); etc. -------------------- -spyderbytes Posts: 200 | Registered: Wednesday, March 31 2004 08:00 |
Warrior
Member # 4186
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written Tuesday, April 20 2004 02:07
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In all Jeff scenario bubbles disapear very fast (like after 1s) it's very boring. I have set game speed at slowest but that changed nothing. If authors can avoid that, I strongly suggest they do. Well out of cutscene it's perhaps not possible? [ Tuesday, April 20, 2004 02:09: Message edited by: Vent ] Posts: 175 | Registered: Friday, April 2 2004 08:00 |
Shaper
Member # 22
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written Tuesday, April 20 2004 05:40
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It is possible - the pause(10) call (where 10 is the number of seconds in tenths of seconds) allows this. Posts: 2862 | Registered: Tuesday, October 2 2001 07:00 |
Warrior
Member # 4186
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written Tuesday, April 20 2004 06:36
Profile
Cool, but a stupid question, can a scenario gives an option to the player for standard bulles (perhaps out of cutscene), stores it somewhere like in a flag done cell and use its value each time a standard bubbles is show? Ha well the answer is probably yes. :) Posts: 175 | Registered: Friday, April 2 2004 08:00 |