View Full Version: Disappearing Conversation Box

lassie >>Technical support >>Disappearing Conversation Box


<< Prev | Next >>

StevenRafael- 03-24-2008
Disappearing Conversation Box
I thought I was just doing something wrong with the conversation section at first, but then I stretched out my window, and I realized that the dialogue options show up beneath the inventory... They do pop up, but for only a split second. Example: My character initiates a conversation with an NPC. He has 3 lines of dialogue to choose from... As soon as they show up, they disappear, and the player must be stretched vertically beyond the 800x600 resolution to see them. I tried changing the con strings under settings but the solution wasn't there. I changed a few other things as well such as invpadB, but those weren't much help either.

NigeC- 03-24-2008

in setting.. is it set for 800 x600? by default its usually 640x480 Does the character do any special animation before he talks to the NPC ? or does it just use the verb disc to start the convo? in the convo character list the NPC needs to be first and the _char second.. dunno why but it wont work if the character if the main character is first you must of got up really early or your on a very late one lol

StevenRafael- 03-25-2008

It was actually late for me, that was pretty much around my bed time. I used to work a night shift, and I just never got out of the habit. Anyway, I have it set to 800x600. I'll check over real quick to see who initiates the conversations, and see if that fixes anything. Edit: Strange. I'm unable to delete conversation lines in the bottom half of the screen, the topic dialogue I suppose.. I'm only able to delete the conversation topics. Anyway, I changed the first line to an NPC line, but when I tried it in the game, the same thing happened, the text showed up below the screen... Basically as if I had to choose what the NPC was going to say rather than what my character was going to say. When I did select the line though, it was the NPC speaking. I have the conversation initiated via TIMes set under interactions in the room editor. setItemCursor('_none') playDia(1) playConversation('jock') Basically, giving an item to the NPC plays some dialogue, and then continues to the conversation (a set of questions with multiple answers). I was having the same issue before with conversations. Upon entering the room, the first NPC would initiate a conversation. At the time, I didn't realize that the text showed up below screen and I thought the game had froze. I've since then deleted that whole conversation, but I'm pretty sure it was the same issue. And finally, all my characters, NPCs included, have 24 frame talk animations, done in the same manner as the walk animations. I suppose that could have been the cause.

NigeC- 03-25-2008

Do you have the NPC's in Config/cast? Try removing one from the list and just add a sprite in the room give it the name "Jock" and make it a NPC and see if it the con bar works then

StevenRafael- 03-25-2008

No I don't have them in the cast. I tried it, and all it did was remove the options completely, now that I have them set to "Jock" and there is a "jock" character. I'm deleting him from the cast, and I'm gonna look around a bit more. I tried making a new conversation with the bus driver. The same thing happens, and the first line of dialogue still ends up being an option, even though it's supposed to be the NPC's line.

NigeC- 03-26-2008

Hi Steven.. i did a quick demo of the conversation system: http://www.nigecstudios.co.uk/games/convo-*test*-('").zip It has the project CST file.. so if you create a copy of your Lassie folder so your not mess up your files and add the library and projects folders you'll be able to see how its done.. theres no FLA's for the system assets included This way you could add your senario and send me the CST back :D It also has a lassie.exe which is the projector, i need to use it as my games often behave strangley ran local host from the swf

StevenRafael- 03-26-2008

Sweet! I'll post the results after I check it out and compare it my own files. Thanks! Edit: Yep, It certainly helped. I'm not sure what exactly fixed it, but my previous conversations didn't have an option to exit the conversation within the first tier. Thanks again, I hope it wasn't too much trouble for you.

mbuck- 03-29-2008

I am having some conversation problems as well. Thanks for the example Nige. I tried doing the exact same thing in my project but all i get is two instances of "undefined" in my dialog box. I think i might be identifying the characters wrong but i did the same thing as your example. i put "cop" and "_char" in for character sprites (cop first and _char second as you suggested). cop is the sprite name of my npc and i have the npc box checked. i do not have cop in my cast. Have either of you seen the undefined in the conversation box before? Hoping it is a common mistake. I don't want to do too much character art before i get the basic conversation engine down. Thanks again for posting that sample.

NigeC- 03-29-2008

for me its normally spelling :oops: and it is case senitive or used sequences TIMes by mistake If you want to send the CST I'll have a look and see if i can find a reason :)

mbuck- 03-29-2008

Got it. It was the version of lassieAS i was using. Thanks again for the help.

NigeC- 03-30-2008

cool :) glad you got it sorted

Forumer™ is Voted #1 Free Forum Hosting provider
Build your own community today with the largest message board hosting company.