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Topics - mooneon

#1
I am a beginner and I'm trying to do an interaction for when my character interacts with a hotspot, another sequence will occur after the first interaction is done. I don't want the same script/sequence to appear once the player has interacted with the same hotspot again.

This is my attempt at using if variables on my own...

Code: ags
function hFridge_Look()
{
cMara.FaceDirection(eDirectionDown);
cMara.Say("All I know is that there's nothing in it.");
cMara.SpeechView = 4;
cMara.Say("I'm fine not eating anyway.");
{
  if (cMara.Say == ("I'm fine not eating anyway.") 
  {
  aDistant_alarm.Play(eAudioPriorityNormal);
  cMara.FaceDirection(eDirectionUp);
  cMara.Say("That's my alarm clock.");
  cMara.ChangeView = 6;
  cMara.Say("Why is it going off at this time?");
  cMara.ChangeView = 2;
  cMara.Say("Gotta turn it off before it annoys the heck out of me.");
#2
Hello, I know that this is been asked thousands of times but I for the life of me cannot find anything easy to understand on the forums. I'm really dumb when it comes to reading the manual and coding. This is my first time ever trying to make a click-and-point game on my own.  :cry:

I want to make a dialogue textbox appear every time a character or narrative speech appears. I don't want it to appear above the character. The textbox should also change character portraits depending on which character is speaking. - Much like the sierra-style.




What is the step-by-step of this process? Which script am I using? I understand if it's in my incompetence that I should just read and learn on my own but I spend the whole day yesterday trying to find out on my own before posting.
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