Jurry-rigged dialogue system. Need advice on abusing warps.
#1
Posted 02 April 2021 - 01:17 PM
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#2
Posted 02 April 2021 - 01:39 PM
Honestly, while what you describe is theoretically possible without scripts, it will be overly complicated to set up, and will look janky.
I would advise to either look into a scripted solution (you'll either need to write a script, or ask someone to write it for you), or to use Tango. I haven't used Tango so can't say much about it, but from what I've seen it may be able to do what you want without needing to learn scripting.
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#3
Posted 02 April 2021 - 01:48 PM
Honestly, while what you describe is theoretically possible without scripts, it will be overly complicated to set up, and will look janky.
I would advise to either look into a scripted solution (you'll either need to write a script, or ask someone to write it for you), or to use Tango. I haven't used Tango so can't say much about it, but from what I've seen it may be able to do what you want without needing to learn scripting.
All of the strings have been written, timed warps set to execute at the correct time, characters animated (the skeleton sways in the wind and waves his arm during certain strings!) all of the overlays and tiles set up, maps drawn, working on some new scaled tiles and a more comprehensive set of shadows to create a better sense of depth. (I need to rescale some trees to x2 for foreground perspective), and other than the aforementioned "stuck in the warp tile problem"
TL;DR: I think it will work out. It fits the aesthetic of the classic tileset, It really won't be janky. pic in link is a 90% finished prototype just missing scaled trees/shadows.
Edited by TheManHimself, 02 April 2021 - 01:56 PM.
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#4
Posted 02 April 2021 - 03:00 PM
That screen looks really good, and I didn't mean it would look janky graphically, I was talking about the concept of moving the player to a conversation option instead of using a dialogue tree like you'd normally see in most games nowadays, which kinds of shows "ZC seams" imo. If you actually prefer this, that's fine, but scripting would still make this easier for you to set up. If all of these conversation screens in the quest are already created, then I guess in that case it'll be easier to fix that warp problem.
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#5
Posted 02 April 2021 - 04:04 PM
That screen looks really good, and I didn't mean it would look janky graphically, I was talking about the concept of moving the player to a conversation option instead of using a dialogue tree like you'd normally see in most games nowadays, which kinds of shows "ZC seams" imo. If you actually prefer this, that's fine, but scripting would still make this easier for you to set up. If all of these conversation screens in the quest are already created, then I guess in that case it'll be easier to fix that warp problem.
I understand what you mean. my original plan for this involved setting a screen flag to make Link to be invisible, and have some directional arrow graphics mocked up to superimpose over the topic selection box. basically just tap a direction to ask about 'x' topic instead of walking him around a little box. I'll have to do some searching to see if there are any scripts out there that could make the system work better, since with this system you have to hold in a direction until the pc (visible or invisible) moves onto the correct icon. My best-case solution would involve just tapping in the direction to make the selection.
Massive massive oooof. i didn't realize you had to press control to move after a string. hence the stuck in place problem.
Edited by TheManHimself, 02 April 2021 - 11:49 PM.
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#6
Posted 02 April 2021 - 11:55 PM
I made a test warp system, not sure why yours isn't working. Looking at the second screen shot, I am not sure what all the warp returns on doing there.
https://www.mediafir...System.qst/file
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#7
Posted 03 April 2021 - 02:39 AM
Everything is working now. I was only using a single stair warp combo set to teleport to A. Made identical tiles with the combo set to stairs B, C, and D and everything is now working as designed. So my problems were a combination of forgetting the combo values and my absolute failure of setting the "message more" string value to the wrong coordinates making it impossible to see/forgetting that you have to press continue to end a string in-game.
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