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(1 edit) (+1)

A question a day ! (I'm trying hard to have something completed for the deck-month !!)

So, I'm using two things : 

1. The Interior Contraption (I can drag a canvas to show what's behind a card)

2. The Decker Dialogizer (I can display text on the bottom of the screen as in a narrative adventure)

What I'm trying to do is to display a text only once, when I enter a card. For this I use a checkbox called tooted, and I use this script on my card : 

on go card trans delay do
 c:deck.card
 send go[card trans (30 unless delay)]
 if tooted.value.1
  dd.open[deck o]
  dd.say["Premier texte."]
  dd.close[]
  tooted.value:!tooted.value
 end
end

The text is only displayed once BUT my interior contraption can't be drag anymore ! And if I delete this lines of script, I can move the interior contraption. 

Have you got an idea ? 

Hmm.

I suspect "tooted.value.1" should probably be "tooted.value~1" or even just "tooted.value", and you don't appear to be doing anything with the variable "c" or defining anything for the variable "o".

Dialogizer runs "synchronously", blocking most forms of input while its dialogs are open. You shouldn't be able to drag widgets around, click buttons, etc, while a dialog is open, but when you close the dialog and the initiating script finishes everything should be back to normal.

Is the problem that you want to drag the Interior while the dialog is open, or does it somehow cease working even after the dialog has been closed?

(2 edits)

A button "Start" on another card leads me to the "bedroom_n" card and set all tooted checkbox to 1.
Once inside "bedroom_n", a text is displayed, I click and it disappear, but after this, I can't drag the Interior. 

(+1)

I'm not completely certain what's going on here without really digging into the whole deck, but it looks like there's a conflict between your use of "go[card]" to drive non-blocking animation and bob the navigation arrows and your wrapper for "on go ... end" that conditionally triggers a dialog.

It might be better to make those buttons contraptions so they can handle their animation in a self-contained way and reduce the amount of scripting you need on each card; perhaps you could modify the bob contraption to expose a click event?

Looks like a really ambitious project so far!

(+1)

Indeed, the problem was a conflict between the bob contraption and the dialogizer ! Now I can do what I wanted to ! Thanks !!