Textscenes


Textscenes are those well known multiple choice moments in adventures. Most of the time they are being used when the player talks to NPCs but you can also use them for other choices in your game. A textscene is similar to cutscenes which means other control elements will be disabled. Add the following lines to a NPCs script so you can start a textscene with him. :

on (talk)
 textscene (mytextscene)

Now you need to create an empty script called mytextscene. In the scriptwindow you can find templates for textscenes. A single textscene can have 9 different levels with each 9 choices. For now lets write :

level (1)
 {
 row (1 ; Hey, whats up? ; true)
  {
   speech (self ; Hey whats up pal?)
   speech (Character 2 ; Nothing special man)
   }
 row (2 ; Bye. ; true)
   {
    speech ( self ; See you.)
    endscene ()
    }
 }

This is a textscene with one level and only 2 rows. The row line contains a number (1-9) ,the text which will be displayed and as a last value TRUE or FALSE which means if this row will be enabled when the game starts. You can activate and deactivate rows in the game. endscene will end the textscene. To enter another level of the textscene use  goto (level).

You can also create textscenes with icons instead of textlines. Items will be used as icons. Instead of a text enter the name of an item in the row line and this item will be used as an icon. In the projectsetup you can select if you want to use textlines or icons.