Author Topic: New Conversation Demonstration  (Read 688 times)

Offline manikus

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New Conversation Demonstration
« on: January 04, 2012, 06:34:42 PM »
A while ago now, like six or seven weeks, I mentioned that I had made a new conversation demo, but that I needed to just fix a little bug with and then I would upload. Well, I fixed it probably that same day. :)

This demo is not meant to replace Paul's wonderful conversation demo, but instead is another one, that shows  more of the talking. Nothing fancy. :) Just use the included PC or create your own, walk around and talk to people. It is all pretty straight-forward and pretty basic.

You don't need to download anything else to use this - unzip any place you would like, and double-click on the .exe file in the folder to get started.

http://manikus.reonis.com/files/ConvoDemo.design.zip
« Last Edit: January 04, 2012, 06:37:09 PM by manikus »

Offline Paul R. Stevens

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Re: New Conversation Demonstration
« Reply #1 on: March 06, 2017, 08:21:33 PM »
That's a wonderful example of the conversation capability!
Thank's much.  It takes a lot of work to make one of these.
I happen to know.

Offline manikus

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Re: New Conversation Demonstration
« Reply #2 on: March 07, 2017, 03:02:04 PM »
That's a wonderful example of the conversation capability!
Thank's much.  It takes a lot of work to make one of these.
I happen to know.

Yes you do. :D :D :D It was yyour conversation demo that convinced me that I will being use feature in all of my designs.

I have also learned that if you want to have 30+ characters who all have something to say about all the other characters that yyou are really just a glutton for punishment. ;)

However, it is fatastic way to ilicit info from the player during the game.

Offline Mechanaut

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Re: New Conversation Demonstration
« Reply #3 on: July 21, 2017, 10:57:45 AM »
 This is a very neat demo. It reminds me very much of the "Tell-Me-About" dialog for NPCs in Fallout;
where the player could ask about topics (keywords) either guessed at, or seen in the NPCs statements.
 


 For instance, if they said the name of a town, the player could ask about that town, and get further information.
Asking about others nearby, could get information and opinions on them.  It was all just minor details, but sometimes
the only way to get that information was to ask. 


**As a side note, I have rather naive question: How does one access the script editor?  I remember doing this before, but recently I have not been able to find it again in the editor.
« Last Edit: July 21, 2017, 11:21:26 AM by Mechanaut »

Offline Paul R. Stevens

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Re: New Conversation Demonstration
« Reply #4 on: July 21, 2017, 12:28:43 PM »
Manikus----did we ever document the various ways
a designer can supply scripts for the SHAZAM text?

If so, where is it?
If not, where should it be?

I remember it being described in the forum or
email.  But I cannot find it elsewhere.

Offline Mechanaut

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Re: New Conversation Demonstration
« Reply #5 on: July 21, 2017, 12:47:03 PM »
...did we ever document the various ways
a designer can supply scripts for the SHAZAM text?

If so, where is it?
I just read this about an hour ago; (it looks like what you are asking about): http://ua.reonis.com/index.php?topic=3567.msg51127#msg51127

Offline manikus

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Re: New Conversation Demonstration
« Reply #6 on: July 21, 2017, 12:57:43 PM »
Manikus----did we ever document the various ways
a designer can supply scripts for the SHAZAM text?

If so, where is it?
If not, where should it be?

I remember it being described in the forum or
email.  But I cannot find it elsewhere.

We recently talked about this here:
http://ua.reonis.com/index.php?topic=3567.0

The most appropriate place for it to be in the help (which it currently is not):
http://www.dianneandpaul.net/UAF/Help/GPDLInvokingAGPDLProgram.html
Perhaps it might also be mentioned here:
http://www.dianneandpaul.net/UAF/Help/GPDLCompilingAGPDLProgram.html