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dialogues[stage]
#1
:( 
how to make dialogues?
Q: What type of object should the dialogue be?
Q: What objects does the game go through before displaying a dialogue?
Q: How to 'stop' all the characters(incl. enemies) during dialogue session?
Q:How to start them again?
can someone post a study example with only stage 1-1 which has a dialogue, 'welcome to stage mode'


50th post (hurray :p)
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#2
Answer for a newbie:


manxeater Wrote:how to make dialogues?
Q: What type of object should the dialogue be?
type 5
manxeater Wrote:Q: What objects does the game go through before displaying a dialogue?
nothing
(aww, your english!)
manxeater Wrote:Q: How to 'stop' all the characters(incl. enemies) during dialogue session?
Q:How to start them again?
can someone post a study example with only stage 1-1 which has a dialogue, 'welcome to stage mode'
look in MH's stage-lock-thread!
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#3
I prefer type 3 objects with state: 3005, but whatever.

And the 'stop' isn't written in the stage lock thread (at least it's not the point of it). I'd just make an invisible object that catches the character to a special frame.

If school wouldn't be so occupying this week, I'd really make a study example for you... :confused:
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#4
Dialogues can actuallly ba achieved by two ways. One, the more complicated way, is working with a bunch of itr's. If you prefer the easier way, you just activate an object in stagemode which will work like a little movie clip (<=flash?!). Every frame has a single picture. On the other hand, of course, this method will increase the mod-size by oribably more than 50MB, depending on how many dialogues you use.
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#5
BluePhoenix Wrote:Every frame has a single picture. On the other hand, of course, this method will increase the mod-size by oribably more than 50MB, depending on how many dialogues you use.

Or just decrease the colour of each speech bubble to two, which makes it smaller for about... 49 MB? :P

Anyways, forget what I said above, here you go ;)

At the beginning of each stage a character and says in a speech bubble "welcome to the stage!"

Code:
<phase> bound: 899
                id: 3X  hp: 50 x: 100 act: 396  #welcome
<phase_end>

Code:
<frame> 396 standing_appearing
   pic: 0  state: 14  wait: 70  next: 397  . . .<frame_end>

<frame> 397 standing_saying
   pic: 0  state: 3  wait: 110  next: 398  . . .   opoint:
      kind: 1  x: 39  y: 0  action: 50  dvx: 0  dvy: 0  oid: 203  facing: 10
   opoint_end:
<frame_end>

<frame> 398 standing_disappearing
   pic: 0  state: 14  wait: 10  next: 999  . . .
<frame_end>

(I took depp_ball for the speech bubble)
(Sprites into the sprite/sys folder, datas into the data folder. There are no new IDs to add)


Attached Files
.zip   dialogues - study example.zip (Size: 118.57 KB / Downloads: 117)
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#6
Lauli Wrote:(I took depp_ball for the speech bubble)

you packed dennis_ball.dat.:D
but i get the point.
the ball is supposed to stay at one spot without bdy or itr and disappear after 110 TU's right?

EDIT: your study example was so good that i made deep_ball.dat myself!:D
note for admin: this ought to be put on mainsite>advanced data changing>stage>dialogues
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#7
~moved to advanced
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