Little help please (SOLVED)

  • #1, by paul-1Monday, 25. May, 16:56 A month ago
    Hi to all  wink
    I have some questions and problems and I need your help to fix them, excuse me in advance for the mistakes but I use a translator wink
    1 :
    the character of my game has the choice between several interlocutors : pierre, paul and jacques.
    The player has to talk to each of them in any order he wants, but if he talks "first,"
    at pierre and then speaks to paul or jacques without having finished what pierre has asked him to do, paul and jacques must answer "you must first do what pierre asked you to do." 
    if I activate pierre, I deactivate paul and jacques, when the pierre event is over, I activate paul and jacques so that I can talk to them again.
    if I activate  paul, I deactivate pierre and jacques, when the paul event is over, I activate pierre and jacques so that I can talk to them again.
    if I activate jacques, I deactivate pierre and paul, when the jacques event is over, I activate pierre and paul so that I can talk to them again.
    the problem and that each event must be unique and that with this system it creates an endless loop...
    how to do please?

    edit : I'm gonna try to do this with values

    2 :
    What is the purpose of "at the end of the scene" please?
    all my events start with an "at beginning of the scene" which calls an action "called by other action" in which the event takes place.
    should I replace "called by other action" with "at end of the scene"?
    3 :
    in my game the player moves between maps (kitchen, garden, beach etc...)
    I have created an autosave system that I run at each map entry as a follow up : show scene 'beach', run autosave #1, pause for 500 milliseconds
    it works very well but the movements are not smooth enough, it's like it freezes... I imagine I did it wrong
    how can i fix it please?

    edit : I think this freeze effect is due to too many autosaves,i'm gonna reduce the number of auto saves and see if it's not annoying to the player.


    in advance thank you smile

    Newbie

    23 Posts


  • #2, by tudor-stamateTuesday, 26. May, 12:04 A month ago
    Hey Paul,

    1: What I'd do is something like the following:
    - Add a Value to the scene that represents the state of the task from Pierre. For example: 0 = Did not talk to Pierre; 1 = Talked to Pierre; 2 = Finished task from Pierre
    - Based on the Value above, you can branch the conversations on both Paul and Jacques. For example:
    if PierreTaskValue = 0 or 2: Say "Cool"
    else if PierreTaskValue = 0: Say "Do what Pierre asked you to do"

    2: "At the Beginning of Scene" is called when the Player enters the Scene. "At the End of Scene" is called when the Player exits the Scene.

    3: Unfortunately, microfreezes are not avoidable when saving, however does it freeze for a long time?

    Newbie

    25 Posts

  • #3, by paul-1Tuesday, 26. May, 12:36 A month ago
    hi wink 

    first of all thank you for helping me smile

    1 : thanks is what I was trying to do wink

    2 : here it's just to know if it doesn't create a problem not to use "at the end of scene", the purpose of my question is to know if there is a major difference between "called by other action" and "at the end of the scene" or if it's the same thing described by different terms...

    3 : I solved the problem by deleting the automatic saves on all the movement maps (kitchen to livingroom etc...) but the player saves automatically simply by opening his smartphone.

    again thank you, have a nice day

    Newbie

    23 Posts

  • #4, by tudor-stamateTuesday, 26. May, 12:43 A month ago
    Ah sorry for misunderstanding question #2:
    Call by Other Action is different from At End of the Scene as it can be Run/Called from any other Action, while the latter gets called automatically by the Engine. I find it helpful for organizing branches, separating large Action lists into smaller ones.

    Newbie

    25 Posts

  • #5, by paul-1Tuesday, 26. May, 13:17 A month ago
    Ah sorry for misunderstanding question #2:
    Call by Other Action is different from At End of the Scene as it can be Run/Called from any other Action, while the latter gets called automatically by the Engine. I find it helpful for organizing branches, separating large Action lists into smaller ones.

    no problem wink it's my fault I'm explaining badly
    Okay, now I understand the difference
    thanks again wink bye

    Newbie

    23 Posts

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