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jigme

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jigme
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  • A caveat first! As Chris said: this is not recommended. I guess it could break things down the line. I’m happy to report it’s worked fine for me so far. Ok, so you want to make sure Conversations run in the normal game mode. This is done by modifyin…
  • GOT IT! Turns out you CAN follow the hack described above. After investigating why the dialog options couldn't be clicked, I found there was one GameState.DialogOptions left hiding.  It was in MenuDialogList.cs.  Replace it with GameState.Normal as …
  • Ok that's a good idea, but unfortunately not exactly the mechanic I'm after. I'd really like to keep the players immersed in the conversation without having to click a dialogue option to select inventory items.  and re: my clunky solution cited abov…
  • I'm not quite certain how you could do that, but please, please let me know if you can make it work! This is really the last hurdle for my game mechanics and I'm dying to get it going!
  • Ok, sorry to keep pestering about this, but I think I'm *this* close to a solution to this puzzle.  After hours of experimenting with various options, here's the best I can do: - following "the Hack" mentioned above allows me to enter conv…
  • @ILoFoSho  could I ask how this worked out for you? I followed the steps above, and it does enable interactions, but I can't select the dialogue options anymore...
  • One thing I forgot to mention: the other advantage of using the inventory to trigger dialogue is that it makes for a neater user interface.  It reduces the clutter of having tons of dialogue options, and it also means players can intuitively use the…
  • Well, that's a good question. I'm just "thinking out loud" here and this might be completely game-specific: the intention was really to give conversations more scope, to make them more challenging. Since players can collect items and clues…
  • Yes, I think you're right about the LucasArts conversations. Had this vague memory of The Dig or Sam & Max where you'd click on an item to ask about it, but they were displayed in conversation mode (with the idiosyncratic question mark and excla…
  • Thanks for the prompt reply Chris. Keeping the item names the way they are displayed in-game is by far the most elegant solution, but I'm sure there are others.  In the meantime, I'm looking at alternative workarounds such as a third Inventory that …
  • I should add two things to make it clearer: 1) by inventory item names, I mean the labels you see when you hover over them. Similar to the hotspots. 2) I tried the solution offered in the aforementioned post. While it does let me access other menus …
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