Gleb
Member
Hi all.
I'm working on a game that uses timelines for cutscenes, as well as dialogue. My main objective with this thread is to get the Timeline_position function working (how i think it should work) or find a viable alternative.
So, I have the timelines set to function as dialogue. This works by creating a new textbox at the given number of steps after updating a ds_map ID, and deleting the old one.
So at 0 you'd have:
and at 100 or so you'd have (The code is identical, just not the number of steps):
And this would continue until the dialogue is finished and the scene ends.
BUT.
In obj_text's create event, it creates an object; obj_textskipper. This was my method to skip the text.
Obj_textskipper's leftmouse release event:
I thought this would skip directly to the next event in the timeline, but it doesn't. This game will have many timelines like this, so making a new code for each timeline might not be the best. Am I using timeline_position correctly?
Thanks
I'm working on a game that uses timelines for cutscenes, as well as dialogue. My main objective with this thread is to get the Timeline_position function working (how i think it should work) or find a viable alternative.
So, I have the timelines set to function as dialogue. This works by creating a new textbox at the given number of steps after updating a ds_map ID, and deleting the old one.
So at 0 you'd have:
Code:
instance_create_layer(x,y,"text",obj_text);
Code:
global.text ++;
BUT.
In obj_text's create event, it creates an object; obj_textskipper. This was my method to skip the text.
Obj_textskipper's leftmouse release event:
Code:
timeline_position ++;
instance_destroy(self);
instance_destroy(obj_text);
Thanks