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Solgryn

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25th July, 2009 at 16:30:43 -

Okay so I made an engine which displays objects Alterable String as a text when you speak to them. It works fine.

But what's the best way to do the speec for the individual objects, should I just clone them and change their alterable strings or is there a better way?

You cant have 5 of the same object and change the alterable string/value individually, only at runtime :/.

Please help =

 
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Jon Lambert

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25th July, 2009 at 16:57:51 -

It depends on how many strings each object is going to say but you could have each set of strings in order and spread a value, then include Value=1 or whatever in your event that calls upon the strings, then end it once it gets to another string.

5 objects, 1 says 1 thing, 2, 3, and 4 say 2 things, 5 says 4 things

String A is for 1, String B and C for 2, D and E for 3, F and G for 4, and H, I, J, and K for 5.

Press Up + Overlapping Object (or however you have it) + Value A equals 1 = Set String to Alterable String A

Value A equals 2= Set string to B
Press Ctrl + String=Alterable String B= Set string to C

Something like that.

 
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Solgryn

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25th July, 2009 at 17:00:19 -

Yea I guess you could do it like that i'll try

Edited by Solgryn

 
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Solgryn

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25th July, 2009 at 17:10:10 -

Well, tried it and it works =. I uploaded the small but nice engine here:

http://www.rtgkom.dk/~jesperae08/BlobEngine.zip

Check it out

Yea, press ctrl to talk with them.

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25th July, 2009 at 17:38:30 -

I like that a lot! The animation and the way you make him move in front of them is very smooth.

 

  		
  		

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25th July, 2009 at 18:08:29 -

That's a rather solid engine indeed. I like the little bounce effect as the speech bubbles grow. Out of interest, have you seen the tutorial on the Clickteam website about using .ini files to store dialogue?

 
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Solgryn

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25th July, 2009 at 19:34:39 -

Nope but Isnt it kinda hard since you need to give each object its speech and such :/ And they are all the same object

And thank for the feedback =

 
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AndyUK

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25th July, 2009 at 20:54:11 -

I was actually going to use alterable strings for my new game until I noticed they're limited to 10 per object.
I took a look at the example on the Clickteam website. It's not easy to understand because it uses some somewhat hard to understand expressions to open groups inside the ini. (well, hard if you're a n00b like me). But if you don't mind using alterable strings you can open an ini and load the strings from a group into an object's alterable strings. So long as you don't mind the 10 string limit.
At least that way you can spread a value and change the inis group depending on the object's alterable value.



 
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26th July, 2009 at 15:02:00 -

I made one where every line stored in one string and the actives alterable value tells what line to start on and what line to stop. It works for me.

 
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26th July, 2009 at 16:01:13 -

If you're creating your dialog in the frame editor, can't you just use one String object that stores all text and uses multiple paragraphs?

 
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27th July, 2009 at 05:41:20 -

I think storing all the lines in one string object would be the best solution, so that you aren't wasting alterable strings, and linking each paragraph(X_Sheep) in the string object with each object that you can talk with using the actives alterable values(Codemonkey)

It's less complicated than it sounds, and you'll be happy you did it later.

 
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