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Lrg Dialog Box


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#1 LRG

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Posted 09 February 2009 - 02:27 AM

  • Title: LRG Dialogue Box
  • Description: An RPG dialogue box that does not freeze the game. It's similar to the dialogue system used in RPG Maker XP
  • GM Version: GM7
  • Registered: Yes (for unregistered, just replace all the "ext" functions)
  • File Type: .gmk
  • File Size: 62.7kb
  • File Link: http://www.box.net/shared/6p2ndskodu
Additional Info
Credit required: Give credits to Lucid Realm Games.

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#2 Blue_Legend

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Posted 12 February 2009 - 10:29 PM

Great Engine, some Bugs i found, not sure if this its a Bug or you have just wanted so

Good -> UM..NO ! -> Uneable to Press Space again
Good -> HELL YES ! -> I wouldnt'be caught dead playing that ! -> Uneable to press Space again
Good -> HELL YES ! -> No -> (Rapeats the Question again)

But real its very nice
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#3 LRG

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Posted 13 February 2009 - 02:31 AM

Great Engine, some Bugs i found, not sure if this its a Bug or you have just wanted so

Good -> UM..NO ! -> Uneable to Press Space again
Good -> HELL YES ! -> I wouldnt'be caught dead playing that ! -> Uneable to press Space again
Good -> HELL YES ! -> No -> (Rapeats the Question again)

But real its very nice


thanks, and that's not a bug.
I've made it so that you can't press space after selecting some "bad" choices to show the things you can do with the textbox. Just check the "Space Event" in the object "Demo" to see how you can set up a dialog.
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#4 Kyon

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Posted 15 February 2009 - 11:35 AM

dude this is nice :whistle:
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#5 iforgotmyname

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Posted 17 February 2009 - 09:11 AM

This is COOL!

I like this engine.
I'm gonna try your RPG for sure.

Can you add portraits in this engine for the next version?
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#6 ForestFantasy

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Posted 27 February 2009 - 11:11 PM

I don't understand how to use it. ^_^
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#7 LRG

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Posted 01 March 2009 - 04:50 AM

This is COOL!

I like this engine.
I'm gonna try your RPG for sure.

Can you add portraits in this engine for the next version?


this version already has portraits :P
to see them just replace the -1 with the portrait.
like this:

show_dialog(x, y, 480, spr_portrait, -1,"LRG","Use this example.")


@ForestFantasy: could you please explain more? (e.g. what you don't understand)
use this script to show your messages:

show_dialog(x1, y1, width, sprite_index, image_index, name, text, choice 1, choice 2, choice 3, choice 4)


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#8 iforgotmyname

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Posted 03 March 2009 - 04:58 AM

This is COOL!

I like this engine.
I'm gonna try your RPG for sure.

Can you add portraits in this engine for the next version?


this version already has portraits :lol:
to see them just replace the -1 with the portrait.
like this:

show_dialog(x, y, 480, spr_portrait, -1,"LRG","Use this example.")


It works, LRG!
Thank you very much!
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#9 LRG

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Posted 06 March 2009 - 10:31 PM

glad you like it!

show me the results once your game is finished :D
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#10 Edhelcu

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Posted 05 April 2009 - 11:20 PM

Wow, thanks a lot, this has saved me a ton of work designing my own in-game NPC chatting. I had to strip it down quite a bit (borders and everything) in order to make it fit into my game, but that wasn't too hard. One thing that bothered me was how there is actually a fair amount of wasted space in the box - using string_height on the name box for example actually makes the box taller than it needs to be. There is empty space towards the edges of the text box too. I had to do a bit of editing in the code, adding a few +1's and -1's to certain variables in order to make it look "more perfect".
I also ended up editing in my own response control mechanism - via the mouse as opposed to the arrow keys/enter key. I think this would be a useful feature to have in your engine...

I have been having some problems with your string_fit script - it seems to occur whenever I try to add my own line breaks. Whenever I put a "#" into my string, it breaks the line when the textbox is displayed, but it evidently doesn't reset it to the beginning of the line after that - if I put a "#" halfway down one line, the next line will be split up after only taking up half the textbox... and then if I put another "#" in, the allowed text width gets smaller and smaller...

For example, the string
"They covered our mouths so we couldn't scream, then they carried us to this cave and down endless winding tunnels. I don't know where we are or what they are going to do to us...#I never thought that a bit of exploring could turn out like this...#*Johnny's lip quivers*"
(8-pt Trebuchet MS font, no bold or italics, supposed width is 275)
I end up getting line breaks like this:

"They covered our mouths so we couldn't scream, then
they carried us to this cave and down endless winding
tunnels. I don't know where we are or what they are going to do to us...
I never thought that a bit of
exploring could turn out like this...
*Johnny's lip
quivers*"

I would like to be able to split lines of my own accord using the "#" character, but I'm not sure how to modify your script to account for that... I might be able to figure it out sometime but you could probably do it quite a bit easier :)


All in all, I found this to be a very helpful engine. I'll definitely be mentioning you in the credits...
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#11 thecrazygamemaster

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Posted 15 May 2010 - 01:48 AM

This is such a great engine, easy to understand too. i melded it seamlessly into Fleet Commander. you'll get a huge spot in the credits for this.
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#12 Devilfromhost12

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Posted 15 May 2010 - 04:40 AM

Very Nice. And funny if you put in certain answers. :(
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#13 thecrazygamemaster

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Posted 15 May 2010 - 05:42 AM

I'm actually having a problem, Idk how to have the answer and question system taken out, i've tried several things, but the script only displays the first message,

if global.multitext=false 
	{if instance_exists(textbox) exit;}
else if global.finish=false
	{exit;}
//show_dialog(x1, y1, width, sprite_index, image_index, name, text, choice 1, choice 2, choice 3, choice 4)

switch (choice)
{
case -1: choice=0
		break;
case 0: show_dialog(x,y,200,spr_anita,-1,"Anita","Hello, I am Anita, your Intelligence Officer. I will be breifing you on your missions from now on.")
		answer = 0; choice = 0;
		break;
case 1: show_dialog(x,y,200,spr_anita,-1,"Anita","Your first mission is to simply eliminate these combat drones that we've set out, as a test of your skills. Good Luck.")
		answer = 0; choice = 0;
		break;
		}

if answer>-1
{answer=-1
event_perform(event_type,event_number)}


it seems only to go and execute case -1 and 0, but skips case 1. why?
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#14 imam_mashur

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Posted 27 May 2010 - 05:56 AM

very nice , its good for my project
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#15 Beginner101

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Posted 20 August 2010 - 07:54 PM

This is really good. Thank You very much.
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#16 arikispencer

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Posted 29 August 2010 - 08:20 PM

Very nice, took me 2 hours to figure it out enough to modify so that i can implement into my game, i thank you for this, credit will be given, i would also like to thanks Beginner101 for putting it on the first page when i needed it :D

Thanks
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#17 Shadowrend

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Posted 29 August 2010 - 08:40 PM

Nice. I made one myself, but I haven't perfected it yet. It is much more flexible than this one, and you can do with it anything you want. Also the limit is to 31 999 choices for one answer as it uses arrays :)

I'll upload it tomorrow.
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#18 arikispencer

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Posted 03 September 2010 - 10:40 PM

I've tried... but i cannot figure where i would put a play sound action within the code for typing..... but i think i will keep trying, if any of you have the answer please let me know, i rather like this engine it getting easier and easier o use to :D

Thanks
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#19 Slaptain_Crunch

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Posted 02 October 2012 - 01:36 AM

This engine is awesome, but Im having some trouble when I export its resources. When I import them into a game, even a new game, you have to press the space key twice every time you make a choice in the dialog. This is weird because it works fine in the original .gmk file, but when I introduce the code to a new file, it acts differently. I'm using GM 8.0. Can someone help me out?
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#20 Jameycolon

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Posted 18 December 2012 - 11:45 PM

This engine is awesome, but Im having some trouble when I export its resources. When I import them into a game, even a new game, you have to press the space key twice every time you make a choice in the dialog. This is weird because it works fine in the original .gmk file, but when I introduce the code to a new file, it acts differently. I'm using GM 8.0. Can someone help me out?



I was about to ask that too. I kinda found a way to fix it for those of you who are having this problem.



All i did was change the space event into step event in the "demo" object, though i haven't played around long enough to find out if it has any glitches.
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