Hello everyone! It's your friendly neighborhood newbie with this week's new question.
I come begging for help this time because last week me and my friend just finished making a few of our character portraits for our bullet hell game (Which you can check out on the bottom of this message), and now this week I'm supposed to add a text box to my game for its story part, like this http://youtu.be/UxJYWoi6sQw?t=11s , in which i want to achieve;
1) A Visual Novel style text, such Scrolling Text that appears letter by letter rapidly followed by a "Letter Based" sound, like this http://youtu.be/9VSonQ39u-I
2) Advancing to the next text line by pressing Space or Enter (This i think i can achieve with the Set Alarm tool)
2a) A now i just noticed i need more than 12 Alarm Events
Sarcastic Rude Guy: "You don't need more than 12 Alarm Events/ Why do you need more?"
Since the characters in the story can get a bit lengthy, some characters may engage in conversation for more than 12 Alarm Events.
Sarcastic Rude Guy: "Shooter games aren't supposed to have stories in them, it's all about gameplay and high sc-"
Moving on...
3) But the hardest of them all is this; Keeping the text box and Text position consistent, no matter how much smaller other people's monitors are. Especially when it comes to getting the box to stay on the bottom of the screen and fit the room width, something that I've been having a problem with, as you can see here, with my attempt to understand THIS
The tutorial http://www.youtube.com/watch?v=ne6b5VIdDdg
My attempt to customize it: https://www.dropbox.com/s/tsl7n2hd5qp6z ... 20test.exe
How i messed up: https://www.dropbox.com/s/o7ugu9tpxybo0 ... 20test.gmk
And that's before even realising i want to use my text box and white text @_@ like my preview here
http://d.facdn.net/art/rikkusguardian/1 ... extbox.png This is what my goal is...
...but i made this text box in photoshop. @_@
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So far i tried tutorials like these http://youtu.be/nsXBdJYiLUo but that pesky resolution problem gets in the way, for the moment i make my screen resolution smaller like yours, the text-box and letters are so big they cut past the screen, and the letters are at the wrong position somewhere on the game screen and not the text box.
I cant figure out for the life of me how to even make a basic, non-scrolling text box, where it will just pop up a single line of text with no sound or scrolling effect because I'm so frustrated with this.
I'll try my best to understand what script you would advise me to use, but you might have to go slow with me, like where exactly to place it, because I'm more of a drag and drop person, that way the game wont explode in my face because i missed a letter somewhere.
Thank you for all your help in advance, and i apologize for taking up your time.
---------------
P.S; For those of you interested in what i meant by the character portraits my and my friend made for the game, here are a few;
Applejack: http://www.furaffinity.net/view/10378144/
Rarity: http://www.furaffinity.net/view/10373337/
Twilight: http://www.furaffinity.net/view/10378531/
Discord: http://www.furaffinity.net/view/10388726/
Celestia W.I.P: http://www.furaffinity.net/view/10388848/
GameMaker help PT.2: VisualNovel text in Bullet Hell:Solved!
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rikkusguardian
- Posts: 16
- Joined: Thu Mar 21, 2013 9:01 am
GameMaker help PT.2: VisualNovel text in Bullet Hell:Solved!
Last edited by rikkusguardian on Sat Apr 20, 2013 1:24 am, edited 1 time in total.
Well, I learned my lesson from this site. But at least I now have inspiration from Cagar and Roo on making comedy relief sub-bosses...
Re: Game Maker help part 2: Visual Novel text in Bullet Hell
*runs away screaming*
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: Game Maker help part 2: Visual Novel text in Bullet Hell
Hmm. The script shouldn't actually be that hard for just displaying the text. First of all you would store your dialogue in an array (an array basically just being a collection of something). So it would look like this for example:
When drawing the text you would use something like this:
DialogueNum would start at 0, and then increase by 1 every time you press Enter.
Code: Select all
Dialogue[0]="Guy1: Hello!"
Dialogue[1]="Guy2: Sup brah"
Dialogue[2]="Guy1: Not much man, you"
Dialogue[3]="Splendiferosity"
Code: Select all
draw_text_color(300,300,Dialogue[DialogueNum],c_white,c_white,c_white,c_white,txt_opaque);
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BPzeBanshee
- Posts: 4859
- Joined: Sun Feb 08, 2009 3:59 am
Re: Game Maker help part 2: Visual Novel text in Bullet Hell
Some people forget but I actually have a game project of my own. It has scrolling text, and a room that actually uses a dialog sequence in a way similar to what you describe.
Check it out: http://www.mediafire.com/?1tqregadvau2esh
PM me / get a hold of me on EFNET's #shmups IRC / add me on Steam (same nick as here) if you need a hand with it.
Check it out: http://www.mediafire.com/?1tqregadvau2esh
PM me / get a hold of me on EFNET's #shmups IRC / add me on Steam (same nick as here) if you need a hand with it.
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rikkusguardian
- Posts: 16
- Joined: Thu Mar 21, 2013 9:01 am
Re: Game Maker help part 2: Visual Novel text in Bullet Hell
EDIT: @Banshee : Oh, do you have Skype? mine is rikkusguardian , and i dont have steam @_@
EFNET.com , right?
--------------------------------------
@: Geist: Oh wow! That easy? Sheesh, i can try that! <3
Can i make an array of sprites? Because i would like to have it display an image of text (made my own little text box with letters on them, like this
Spr_textbox1 http://i.imgur.com/xIn26Ud.png
Spr_textbox2 http://i.imgur.com/Iikx25F.png
Spr_textbox3 http://i.imgur.com/L1Jl6u1.png
Spr_textbox4 http://i.imgur.com/h79gsqq.png )
so maybe i can have it like
I was able to , before noticing this reply (so none of the above is in my game), make it so the sprite changes when i press enter the first time, but i cant figure out how to have it continue past the 2nd box. https://www.dropbox.com/s/pijm6ueed7nv6 ... 203....exe
https://www.dropbox.com/s/uemftcxur7m1b ... 203....gmk
EFNET.com , right?
--------------------------------------
@: Geist: Oh wow! That easy? Sheesh, i can try that! <3
Can i make an array of sprites? Because i would like to have it display an image of text (made my own little text box with letters on them, like this
Spr_textbox1 http://i.imgur.com/xIn26Ud.png
Spr_textbox2 http://i.imgur.com/Iikx25F.png
Spr_textbox3 http://i.imgur.com/L1Jl6u1.png
Spr_textbox4 http://i.imgur.com/h79gsqq.png )
so maybe i can have it like
Code: Select all
Dialogue[0]=Display Spr_textbox1
Dialogue[1]=Display Spr_textbox2
Dialogue[2]=Display Spr_textbox3
Dialogue[3]=Display Spr_textbox4
https://www.dropbox.com/s/uemftcxur7m1b ... 203....gmk
Well, I learned my lesson from this site. But at least I now have inspiration from Cagar and Roo on making comedy relief sub-bosses...
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BPzeBanshee
- Posts: 4859
- Joined: Sun Feb 08, 2009 3:59 am
Re: Game Maker help part 2: Visual Novel text in Bullet Hell
Actually I think I do have Skype now (MSN shoved everyone onto that earlier this month). PM me your email address or whatever and I'll try and add you.
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rikkusguardian
- Posts: 16
- Joined: Thu Mar 21, 2013 9:01 am
Re: Game Maker help part 2: Visual Novel text in Bullet Hell
Awesome! <3 Thanks to all your help (Especially Banshee for linking me to a very easy text code to learn http://sandbox.yoyogames.com/games/52436 ) i got the story part of the game on a roll now!
.EXE : https://www.dropbox.com/s/h3hwga9ac0vwz ... 0Spike.exe
.GMK : https://www.dropbox.com/s/fz75fhs6900my ... 0Spike.gmk
There is just a few more things i would like to do to spruce it up, however, it's not that important as i have the main goal complete, scrolling text and changing text names.
1) Adding more than one message to the [release<Space>]Event
*SELF-SOLVED*
Nevermind XP, was able to do so by adding
"message_number = 2"
to the bottom of the message. Then have the next message appear by adding an If statement;
EXAMPLE
------------------------------------
------------------------------------
2) Play snd_text (a tiny beeping sound when text is scrolling, like in the DS games 999 and Ace Attorney) DURING the scrolling text, but have it STOP when the message is complete.
3) At a specific part of the story, i want the background to fade to black and an object to fade in. I want this to happen when the narrator explains who Twilight Sparkle is.
[[[[[EXTRAS]]]]]
EX.1) This is NOT a top priority, but it would be awesome to, for those in a rush, to skip messages by pressing space
EX.2) Also not TOO important, but at a specific part of the story, there is an explosion in the distance that causes a small tremble on the ground. I would like, for about a message or two, for the background and two character portrait objects to shake, like this
http://www.dailymotion.com/video/xns3fw ... XHr08ouCLc (starts at 7:00 )
.EXE : https://www.dropbox.com/s/h3hwga9ac0vwz ... 0Spike.exe
.GMK : https://www.dropbox.com/s/fz75fhs6900my ... 0Spike.gmk
There is just a few more things i would like to do to spruce it up, however, it's not that important as i have the main goal complete, scrolling text and changing text names.
1) Adding more than one message to the [release<Space>]Event
*SELF-SOLVED*
Nevermind XP, was able to do so by adding
"message_number = 2"
to the bottom of the message. Then have the next message appear by adding an If statement;
EXAMPLE
------------------------------------
Code: Select all
/* This will change the message if you have more than 1 message just do
if message_number = what ever message your on.*/
if message_number = 1 then
{
if text = string(message)
then
{
// Chr1 = 0 will make sure the message starts all over.
chr1 = 0
message="A gentle breeze blows playfully past the citizens of Equestria, and the scent of freshly picked apples teases
against the nose of a young boy named Spike, as he gently places the last box of them into the loading truck. One would
never think that a boy of such a young age would want to fathom a care for farm work, but for him, it seemed like a
common act of kindness, even for a friend"
message_number = 2
}
}
if message_number = 2 then
{
if text = string(message)
then
{
// Chr1 = 0 will make sure the message starts all over.
chr1 = 0
message="Message 2"
message_number = 3
}
}
if message_number = 3 then
{
if text = string(message)
then
{
// Chr1 = 0 will make sure the message starts all over.
chr1 = 0
message="Message 3 and so and so forth. To infinity...and BEYOND!"
message_number = 4
}
}
2) Play snd_text (a tiny beeping sound when text is scrolling, like in the DS games 999 and Ace Attorney) DURING the scrolling text, but have it STOP when the message is complete.
3) At a specific part of the story, i want the background to fade to black and an object to fade in. I want this to happen when the narrator explains who Twilight Sparkle is.
Code: Select all
if message_number = 5
then
{
if text = string(message)
then
{
obj_AJ_name.sprite_index = spr_blank
obj_SP_name.sprite_index = spr_blank
instance_create(0,0,obj_TS_BG) //i would like this to fade in, however
// Chr1 = 0 will make sure the message starts all over.
chr1 = 0
message="Twlight Sparkle, a name given to the young adult for her overwhelming skill with the arcane. She was the one who took Spike in when he was only a baby, and yet, even with all her knowledge of history and magic, has no idea about where he came from, or even who his parents were..."
message_number = 6
}
}
EX.1) This is NOT a top priority, but it would be awesome to, for those in a rush, to skip messages by pressing space
EX.2) Also not TOO important, but at a specific part of the story, there is an explosion in the distance that causes a small tremble on the ground. I would like, for about a message or two, for the background and two character portrait objects to shake, like this
http://www.dailymotion.com/video/xns3fw ... XHr08ouCLc (starts at 7:00 )
Well, I learned my lesson from this site. But at least I now have inspiration from Cagar and Roo on making comedy relief sub-bosses...