ActionScript 2.0 :: RPG-style Dialogue In Flash 8?
Feb 9, 2011
I'm building an RPG game and need help with the dialogue. I have no idea how to go about it. What I want to set up is something that after approaching a character and pressing spacebar (or any key), text displays with an image to the left of the character speaking. I've tried looking up tutorials but they all seem to be for CS3 (I am using Flash 8).
I currently have no code whatsoever to share, since...I don't know where to start =/ . Source codes would be appreciated, but most of all, I'd love a link to a tutorial or past thread that explains in detail (and layman terms...) how to do something like this, since I want to learn as I go.
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Mar 9, 2011
I'm using Macromedia Flash Professional 8 at the moment, and I'm fairly inexperienced with actionscript and most Flash processes. What I'm looking to do is create a game of sorts where characters appear on either side of the screen and a dialogue box appears at the bottom with text scrolling across every time the player clicks "Next" or whatever, and the characters' mouths move and their eyes blink as the text scrolls. We're using voice actors so we'd put an audio clip at the start of each piece of dialogue.
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Feb 9, 2010
As I said once before I'm making a dialogue based flash game.I'm relatively new to flash, so I've been having to scavenge for bits of code for what I want to do...-------Right now my situation is this -When a player "talks" with a character by pressing the "talk" button I want them to be able to pick up at the conversation point they were at last time. Not a save file, but more of a progression,so if they were to explore other parts of the world and come back to the same character, they'd have to click on the same "talk" button, but //still// be advanced in their dialogue tree.
Is there a way to do with with action script code?Something that will tell flash, "Oh, this is where we left off, I'll go to the next frame of dialogue" when players clic on the "talk" button?My only idea to do something like this is quite a hassle -make a variable named "times talked to" and have the button depended on this variable, and make it gain a point every time it is pressed,but I'm under the impression that this effect can be achieved without something like this.
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Oct 4, 2010
I'm using flash cs4 on a mac and I need to embed some characters to support greek, and probably a lot of other languages. The problem is, my Character embedding dialogue box is empty! There's nothing in it at all... I'm using Tekton Pro as the font for that dynamic text box, I tried using something more basic, Arial and Helvitica didnt work, still nothing to embed. I know the phrase that will be in it, at least the first one, when I put it in the "Include these characters" box and reran, all the dt box would show is an apostrophe. I put the phrase into the dt filed itself and "autofilled" it did the same thing. I also tried doing the same with the % character version ie %B6, it picked up that they were characters but still wasnt displaying right. I'm diverging.
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Dec 3, 2010
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[code]......
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May 26, 2009
I'm using flash cs4 on a mac and I need to embed some characters to support greek, and probably a lot of other languages. The problem is, my Character embedding dialogue box is empty! There's nothing in it at all... which is... problematic.
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import fl.data.DataProvider;
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[code].....
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May 20, 2010
I have been using this tutorial to get RPG text boxes in my game. So far, so good. The RPGtext.as I'm using comes from that tutorial, and hasn't been altered, while I'm calling the var arrays containing the character speeches from yet another document class. Something like this:
[Code]....
The dialogue begins and it's all good. Now, here's my dilemma: Is there a way to "shut down" the rpgText movieclip when the Dialogues.d1 has no more text to provide? Each time I press the rpgText movieclip, it refreshes with new text, but when it reaches the final text, I want to be able to press it and make it go away (remove movieclip from scene, something like that).
I tried the "if (Dialogues.d1.length == 0)", but it doesn't work. Is there a way to detect if the Dialogues.d1 has reached its final sentence? Will it be necessary to alter the rpgText.as?
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Jan 13, 2010
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Apr 27, 2010
I'm working on an RPG engine where all the dialogue is stored in an XML file. Ideally like to be able to pass the engine a large paragraph of dialogue text and display it bit by bit inside a fixed-width text field without splitting any words.So for example, if I were to pass the following chunk of text:"Good countrymen, let me depart alone, And, for my sake, stay here with Antony. Do grace to Caesar's corpse, and grace his speech. Tending to Caesar's glories; which Mark Antony"The engine would work like this:"Good countrymen, let me depart alone, " - PRESS SPACEBAR"And, for my sake, stay here with Antony. " - PRESS SPACEBAR"Do grace to Caesar's corpse, and grace his speech. " - PRESS SPACEBAR"Tending to Caesar's glories; which Mark Antony" - PRESS SPACEBARDoes anyone have any ideas how I could achieve this?
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Jul 9, 2009
i'm creating a very linear game which will be dialogue-heavy. In fact, there will be little action involved at all. Think a game storybook. I'm using ActionScript 2 because AS3 is just too complicate for the type of newbie that I am. But all I'm trying to do is set up dialogue between two characters in my game with an image of the speaking character to the left of the textbox. Something very much like this:I considered creating arrays for the dialogue but my problem is that if I create an array for every time two characters exchange three lines of dialogue, I would end up with over 300 arrays. Not my cup of tea.
So, instead, I focused on this. I created a function called speak. Speak pulls two parameters: charNum and charText. CharNum is a number which specifies which frame of the charPic instance should be displayed, showing which character is currently speaking. CharText is simply the dialogue the character will speak, which will be displayed in the dynamic textbox with variable name 'dialogue'.The following code is an example of what I have at home. I'm at work trying to get help, so I don't have the actual coding. Therefore, small errors may be present. I'm looking more at the overall functions guiding my code.
[Code]...
You see, AS2 sees these as I believe what is called synchronous functions, meaning they run at the same time. Therefore, the second speak function overwrites the first one before the user presses the space bar to go to the next one. See the issue?I've tried to seek help on this issue (and other before), and I keep getting told about arrays and setInterval. But my problem is that I've tried it all. I don't see a good array tutorial about this type of thing, and setInterval doesn't function like I'd want as well. Instead, it seems that from what I've read and tried, setInterval is for setting a delay up for a certain amount of time. I don't want that. I want a delay to occur until a button (namely the space bar) is pressed.
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I need to make a ticker counter that starts from 0 - 0 rand and counts up for this portion of dialogue.
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Code:
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[Code]...
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I'm trying to customise lists to make them a bit cool-looking in my flash movie. However, I cannot get them to change - when I click on Cell Renderer Skins, no more further skins are shown so that I can customise them. I also tried things like:
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