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adventureman- 02-19-2007
Thanks
I think it might be my NPC sprite's flash file that's causing the problems. I used a huge movie and some masking and I think that messed with the dialogue or pushed it off the visible screen. So, I'm simplifying the sprite and seeing if that works. Tucker

adventureman- 02-19-2007
Colors
Hi John, I set my NPC sprite's dialogue color in the room editor next to the toggle switch that marks it as a "NPC sprite". For the main character you can do this in the "cast" editor. I don't think there's a way to customize the dialogue choices in the inventory bar, but I've been wrong before. Tucker

JohnGreenArt- 02-19-2007

No, I know how to set the dialog color when it's being spoken, I mean the color of the dialog choices. I couldn't find a setting for that anywhere, but it must be set by the system at some point that they should appear white with a pale red rollover, so hopefully Greg can implement a setting option for that in the editor.

adventureman- 02-19-2007
Customization
Yes, being able to alter those "bottom of the screen dialogue choices" would be nice. The more customization the better! It's smoother when everything has a consistant look. Finally figured out how to make my NPC talk! I think it was the large flash movie size that was pushing the dialogue text beyond the visible window. I cropped in on the movie (which I did in photoshop and took foooorever...please don't tell me there was an easier way in Flash!) and now everything is fine. Nige recommended a nifty ghost sprite trick which would have solved the problem too, but I needed to get the sprite undercontrol anyway. It's size was slowing everything else down in the room. Tucker

NigeC- 02-19-2007

3DA is on its 4th character reincarnation, 4th set of backgrounds and is destined for a complete rebuild with voice and maybe realistic 3D backgrounds, the amount of images i've done and thrown away is unbelievable, considering i don't particularly like the game as it stands and a lot of people agree with me! i messed on for years editing images from poser, not realising rendering poser images with a black background and saving them as PNG gave a alpha channel that became transparent in flash :oops: glad you got it sorted m8

adventureman- 02-20-2007
Conversation Click Bug
I recall this being addressed elsewhere in the forums, but not specifically relating to conversation trees... When I click rapidly through the tree of dialogue choices I occasionally get trapped "in the conversation" with no choices or exit even though I added a -2 to get out of it. This doesn't happen if I'm patient and don't click too rapidly. The only way I could fix this was to take out the "delete lines" (-1) and replace them with the static (0). Then the clicking bug had no effect. Has anyone else experienced this?

JohnGreenArt- 02-20-2007

Kind of. I haven't experienced it from rapid clicking, but it does seem to be the "delete line" option that causes it. For example, I've got 4 lines of dialog. One of them is the exit conversation option (like "goodbye") and the other are lines that I want only to be said once, so they have the -1 for them. On occasion, though, choosing one will delete more than just the line that was spoken, sometimes even removing the line that would exit from the conversation, so you end up stuck. It would be a nice feature if you could have a line deleted from the active conversation but not permanently from it. Meaning, during a conversation have a line that you can say only once, but if you exit the conversation and come back later the dialog is available again. As it is, if you have a line deleted after being spoken, it won't be available again if you exit the conversation and come back.

NigeC- 02-20-2007

it still happens to me now and again.. i was starting to wonder if it had something to do with where the cursor is on the screen as your clicking thro.. possible for a split second it hits on the sprite the cursor is over and tries to interact? on the interactive site it often did it in the hall, i stopped the room entry dialog repeating, but if you come out of the office door, skip thro the dialog it did freeze, will the dialog was running the cursor is over the door altho you cant see it

Jonwah- 06-26-2007

Hey guys. Sorry to bring this topic back up but I'm getting pretty confused. So I just came across lassie a couple of days ago and I was amazed by both what it could do and how much support for users there was in the forums. (been searching for an alternative to making point n click games entirely in flash myself for a while) I picked it all up pretty fast, I think; and I've just been practicing things and trying ideas out so I know exactly what I'm doing. And it's very good... Except I still can't get conversations to work! Mr Greg here said he'd sorted it, and that the current beta had "sort of" fixed the problem. But I'm still getting "undefined" conversation choices during gameplay. Which makes me think it's probably just me not being to grips with the program yet, and I'd really like some help with the whole undefined problem. Are there any common nooby mistakes that lead to this problem that I've just been missing? Thanks a lot.

Ruliyanto- 08-14-2007
EnableConversTopic Problem
I'm having trouble with Conversation.... I want to change the rank of a dialogue line by using "enableConversTopic" command. If the user clicks a bottle sprite, then he can talk the hidden dialogue with a character. I try to use the command but an error occured that said the line doesn't exist. I don't know what's wrong with it since I'm pretty sure that the line dialogue does exist. The picture's here shows the detail. I want the dialogue line 2 that says "Can you fish the bottle for me" displayed by changing the rank. But I always fail to do so. There's a warning that the dialogue line is undefined. Is this only my mistake or is there any bug about this?? Do I have to do something else to get it done? I use syntax : enableConversTopic(#this,#kohar,1,#_0,2,3) Thank u very much. Any help is appreciated....:)

bigmac- 08-14-2007

Hmmm... I'm pretty rusty on how this system works. It's been a long time since I built it, and I've never really used it since. Matt Kempke may be more knowledgeable on this subject given his recent work on WMYT.... also, I can't really really the interface in your screenshot there. Can you post a 100% size version? From all accounts from other developers... this system is functional without any known bugs.

Ruliyanto- 08-14-2007

Ok, I post the picture again. I'll explain the detail what I wanna do. I want the character pick up a bottle first before making a conversation wih kohar about fishing the bottle. When the character pick up, the bottle will display a message that the bottle can't be taken. But it will trigger a conversation with kohar about picking up the bottle. if the character talks to kohar, he can ask kohar to take the bottle. Then the bottle will be in the inventory. So, what I do : - I create a conversation to take the bottle with rank 0 in the conversation with kohar. - I put command in the "use" bottle in TIMe. The command is : enableConversTopic(#this,#kohar,1,#_0,2,3). This command will make the conversation with rank 0 and id #2 changed into rank 2. But LASSIE always tell me that the line 2 isn't defined. Do I make a mistake or is it a bug in enableConversTopic? It wonders me since the other dovelopers don't report this. So, I assume this is my mistake. Actually, I can do a little trick with TIMe to do what I want. I create 2 phase and 2 conversation. When the character try to pick up the bottle, he will change kohar into next phase which triggers another conversation contains picking up bottle. This solves my problem for displaying a hidden message. But, it will make another possible problem to me according to the script I wanna make (well, I must change my script then). Should I send the cast for you? Or is it enough with the picture and my explanation? Thank you very much. The sprite : The Conversation Editor :

Matt Kempke- 08-15-2007

Hi there! Unfortunately the "enableConversTopic" should work in Lassie Director but it doesn't. I think I was the only one who wanted to use it so far in Director so I was at almost the same point you are now. Greg, you offered to correct this bug and I said I'll find a way around it id possible so you didn't have to do too much LASSIE work. That's why the bug still there. Actually, I can do a little trick with TIMe to do what I want. I create 2 phase and 2 conversation ... I wanted to that too, but something about the animation phases and the script made that impossible. But you can almost always find a way to solve a problem with LASSIE. (Game problems, of course :) ) When you ask Shroom the dog, in WMYT, to find the mushroom, you'll have to show him the book/picture. That was my way around it. (If you make a joke about it in the game noone will realize :) ) Otherwise reading the book would have enabled an conversation topic and you could have asked the dog directly. enableConversTopic would be a great thing for every conversation and all characters - makes it all even more interactive. I'm sure it works in AS but for director Greg would have to go back and fix it.

Ruliyanto- 08-15-2007

Thanks Matt to give me advice. Now, I'm pretty sure that I have to use AS instead of Director (Am I?). Actually, I prefer Director than AS since I get used to make things in Director. Hopefully, this bug will be fixed.

Ruliyanto- 08-15-2007

Hmm, after seeing LASSIEAS...I get confused espescially there isn't any tutorial. It's a kind of different with LASSIE Director though it has some same interfaces. I have read tutorial from NigeC (thanks to him), it's quite helpful. But, still....I prefer LASSIE Director. Well, now I make up my mind and get back to LASSIE Director (Oh, how I love old Director and those Lingo codes). Hopefully, the bug will be fixed. I have to kick out some part of story board that has been made, and make some tiring tricks. Thanks again to Matt and Greg. Ganbatte.

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