Hello everyone!
I just finished Nature's Dusk, a project I've been working on for the past 3 months as a final project before starting game design college.
About the game:
Nature's Dusk is a fantasy RPG, set in a eastern themed empire in a dying (D&D inspired) world. The story follows a...
I have been doing research on ways to expand upon dialogue. My preferred way is depending on the Q and E buttons for choices. My idea was having a Switch case inside a Switch case. When the dialogue gets to a branch, the buttons lead to another case in the outer switch, and the inner switch is...
Is there a way to animate the font with 2 frames itself? (In Game Maker Studio 1)
without taking ages for animating a whole dialogue?
Nevermind, I figured it out myself...
So, I have a small problem that I can't understand (I'm extremely new like 2 days ago) I made a dialog system where if the player meets the npc and press a key a dialog box appears and closes after pressing z a few times, my main problem is every time I reinteract with the npc the dialog box...
Hi there:
I'm currently trying to set up a more efficient way to handle long bits of dialogue than writing them out in the code editor. I find this to be not only very cumbersome, since they can't all feasibly be in one place for easy access/editing with this method and the GMS2 interface is...
Hello, I have a bit of a problem concerning dialogue in an RPG game I am making. Right now, I have three objects handling a bit of dialogue within the game, them being the player, the NPC, and a textbox.
The player, when it collides with the NPC, changes a variable called speak, which is...
So I have visited several sites on how to make a dialogue in game maker and made the code from Diest tumblr tutorial on how to make a dialogue system. they run fine however there is a problem is how to implement these codes into the actual game play themselves by create unique dialogue for NPC's...
Hi, so I want to make typewriter text dialogue in Game Maker Studio like a lot of games do, specifically, I want to make it similiar to Undertale's text system.
I know how to make typewriter text, but in Undertale, it types one letter at a time. When I make mine, it seems more "smooth" (not as a...
I have been looking into different ways to create dialogue boxes, but I am not sure what way would be most efficient in memory, code, and things like that.
There are two ways that I have been looking into in particular; the draw_surface code or just instance_create and object for each speech...
messagegiver = collision_circle(x, y, 48, prt_npc, true, true)
I checked through the draw_text that this variable is assigned and it is.
Then i have this script scr_dialogue()
dialoguebox = instance_create_layer(x,y,"FX",fx_dialoguebox)
with(dialoguebox){
maxlength = sprite_width * 5...
I'm fairly new to using GML, so I watched HeartBeast's tutorial on how to make an RPG-style textbox. I followed the instructions to the letter, using the same code as in the tutorial (except for the message), yet for some reason, when I run the game, the message prints in a random order. The...
Hey all.
So currently I'm trying to design a narrative experience using GameMaker 1.4, and my idea is that my character walks around his room and examines his belongings (objects) and as he presses a button near them (say, space) and a text box appears and the player can read dialogue for the...
Basically, after I searched literally everywhere on the internet, I couldn't find one text box engine that could work well with my game.
I tried a few youtuber's engines, but none of them could do the following:
- Stay in a box
- Stay a certain size
- Appear on the bottom if you are on the top...
Hello!
On room start i wish to initiate a dialogue by the hero, with movement and attack controls being disabled during this sequence. How would i go about doing this in GMS2?
Thanks in advance!
I would like to know how I can start a dialogue only when the player is very close to a NPC and of course presses a button to activate it. I wrote some code to make something similar and it is working but there is a small problem. When the player is in the X position (left or right) of the NPC...
For Fast Action Heroine, I used a very cumbersome method of handling dialogue.
In short, I used a series of scripts. Each script would have the same three 2d arrays. One for dialogue, sound for that dialogue box, and a corresponding portrait to accompany the text. The first part of the array...
Hello! I'm trying out a dialogue system where when the player interacts with an object, the respective dialogue pops up. Since I'm just starting out, I'd like to get the 'gist' of GML before beginning to code efficiently by using scripts/etc. ^^
My DRAW and DRAW GUI events have no problems -...
I currently have a script by Shaun Spalding
It's a dialogue script and i'm trying to work out how to continue the dialogue in a set course of text's. For example "bob" > "jim" > "jack".
Currently the code all comes down to the final text code:
var str; //set string variable
str = "This is...
I'm wanting to have multiple npcs which will give multiple different "missions" so to speak. Basically all I need is for the npc to say that said mission's dialouge then give a key and player can do what needs to be done. When they come back I want them to be rewarded and to have the next...
All of my code is working fine, and everything appears as coded, however now I want to be able to call and dismiss my dialogue box when my interact object collides with the npc
I used the diest tutorial on dialogue boxes here...