Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

RPG in a Box

Bring your stories and ideas to life! · By Justin Arnold

[0.3.5.4] "Play Animation" problem

A topic by lectronice created Oct 24, 2016 Views: 77 Replies: 1
Viewing posts 1 to 2

Hi!

I've been testing a few things in a different project (a possible tiny puzzle game experiment), and I'm utterly failing to launch an animation. I'd like to change the animation of the "panel_N" entity to "TopLeft" (which should display a smaller square at the top left corner of the main square), but no luck so far. I've tried to attach the script to an object, and to trigger the same script via a dialogue attached to a character.

I've added a message at the end of the script, and this message is displayed only in one case when in standard view, but is never triggered in first person view (apparently there's no interaction at all in this view). Not sure what's going on, maybe it's because of the incredibly tiny map? Or did I miss something obvious?

(and I think I've found another problem: adding quotes in a message hides the rest of the text).

Here's the project if you want to have a look: https://mega.nz/#!4VEQnKgR!l6boGSmOjbkUFpt42xFivngE54FdJQPXjMTmNv9NWu0

Cheers!

(1 edit)

Hello! It looks like you've uncovered a few issues that I need to fix. :)

So regarding the first-person interaction, apparently I never updated my logic to use the new navigation/interaction path mechanics! It's incorrectly checking for an adjacent tile that's at the same height as the tile the player is standing on, but that is not always the case. That should be an easy fix.

I think there are two issues with the dialogue method that I also need to fix:

  • If the very first node in a dialogue is a script, the script does not trigger.
  • When calling a script from within a dialogue, the "self" reference does not get connected properly to the character to which the dialogue is attached.

For the quotes in messages issue, I'll need to escape special characters like that since it is throwing off the script parser.

Thanks for catching these! I'll probably put out a small bug fix update this evening.