Temporary Pause Grid Movement when Dialogue?

For questions about using Classic.

Post » Wed Aug 31, 2011 5:00 pm

Hi, is it possible to disable the controls in an RPG when the characters are talking?

So far this is what I did:

On function "Interaction":
- set layer "HUD" visible
- write text function.param(1)
- sprite_player: deactivate grid movement
Subevent: on player pressed "Control 1"
- sprite_player: activate grid movement

Basically Control 1 is like the Use key. Then I call the function:

Player overlaps Grandmother + player1 press "Control 1"
- Function add parameter "Hello child!"
- Function call function "Interaction"

So far when I run it works, except the player can still move around when grandma is talking, which I don't want. Like, say, Pokemon, the player must wait until dialogue is finished and presses the A button before he can move again. How can this be done?
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Post » Wed Aug 31, 2011 5:23 pm

You have to put everything in seperate groups and disable/enable group with events, that way you can easy make a custom pause in your game.

Plus you have to pause your animations.

Steely2011-08-31 17:26:51
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Post » Thu Sep 01, 2011 3:54 am

Been trying all day with groups... Can't seem to make it work? Because gridmovement is a behaviour, not an event?

Can you upload an example, please? T__T
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Post » Thu Sep 01, 2011 6:28 am

To prevent the behaviour, you do a Player> start ignoring user input,
for all the movements that you defined yourself, you put them in a group and do a system > disable group

Else, you could actually try to make your dialogues with timelines, it was easier for me : http://www.scirra.com/forum/timeline-example-for-game-dialogue_topic36147_page1.html

...but this is mostly psychological. Check my devlog
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Post » Thu Sep 01, 2011 11:18 am

Thanks guys =)
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