dialogues[stage] - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=11) +---- Forum: Advanced Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=13) +---- Thread: dialogues[stage] (/showthread.php?tid=397) |
dialogues[stage] - manxeater - 06-02-2008 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 ) RE: dialogues[stage] - Hypermodder - 06-02-2008 Answer for a newbie: manxeater Wrote:how to make dialogues?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?look in MH's stage-lock-thread! RE: dialogues[stage] - Lauli - 06-02-2008 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: RE: dialogues[stage] - Silverthorn - 06-02-2008 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. RE: dialogues[stage] - Lauli - 06-02-2008 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 Code: <frame> 396 standing_appearing (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) RE: dialogues[stage] - manxeater - 06-03-2008 Lauli Wrote:(I took depp_ball for the speech bubble) you packed dennis_ball.dat. 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! note for admin: this ought to be put on mainsite>advanced data changing>stage>dialogues RE: dialogues[stage] - MH-Razen - 06-03-2008 ~moved to advanced |