Jump to content

Text Bubbles and Cutscenes


Recommended Posts

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!

 

confusedconfusedconfused

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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?

Link to comment
Share on other sites

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. smile

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
 Share

×
×
  • Create New...