I'm making a game that has a lot of dialogue using the "say __ for __ secs"
I've noticed that if I don't want to listen to all of the dialogue of my sprite and I move forward with the game by clicking on on object, the dialogue alternates back and forth between what my sprite was trying to finish before I clicked and what it should say after I clicked it.
For example:
1. Lots of dialogue coming out from sprite 1
2. I click on sprite 2 before all the "say" commands are complete. Sprite 2 sends out a broadcast, which tells Sprite 1 to now move through a different series of "say" commands.
3.At first everything proceeds as it should, the first "Say" command comes out
4. Sprite 1 then alternates back to its dialogue from the previous part of the game, before I clicked on sprite 2.
5. It alternates until one of the series of "say" commands is complete.
Then the game proceeds normally.
Is there a way to fix this?
If you want to see what I'm talking about, look at my Space Game Test under my profile (username jishera).
Thanks!
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just wait for the sprite to say all of the stuff it has to say before clicking on the next thing i guess...
btw will you look at the game in my sig?
Last edited by Chains (2009-05-10 20:28:30)
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You cannot have too dialogues happening at the same time
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I don't understand how you could have two parts of the same stack of blocks running at the same time...I've never seen that happen. You can certainly interupt a stack by sending a broadcast though. And if you have two stacks both with Say blocks for the same sprite I guess you could get some interesting results
But you could probably construct an interupt system with some sort of state variable and a series of tests on the state variable before you run the Say blocks.
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