Noob Question about a 'continue' option

mlyonsco
04 Dec 2013, 00:47
So in a few of the games I tried on the main site, there was a paragraph or two of text then a button that you could click to 'continue' then more text and so on. What is the best way to do that within the same room (basically the first room, I want to set up a background story explanation etc.)? I know how to clear text between rooms, but but how exactly do I make a 'continue' button, and how can I hide the game map from the player until I have set up the story? I am using chrome by the way. Sorry if this is a really stupid question!! :)

Liam315
04 Dec 2013, 01:10
When you click "add a script" the option you are looking for is "wait for key press."

If you're doing an introduction/prologue page, it's a good idea to make a separate room for it and put the player in there. When the intro is finished, run a script that moves the player to the actual starting room.

HegemonKhan
04 Dec 2013, 01:15
doh, Liam beat me to it... lol

Add a~new script -> Output -> Wait for a key press

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also, if you haven't, going through the tutorial is really helpful to get you learn how to use quest's GUI~Editor:

http://quest5.net/wiki/Tutorial

though, if you got any questions, please keep asking us, as we like to help out each other! :D

mlyonsco
04 Dec 2013, 19:48
Thanks guys! So I added the script to the 'after entering the room' section and I did get the continue button to show up :) though I am still not sure how to add text after that. It probably doesn't help that I am using the web version..lol

Avantar
05 Dec 2013, 04:17
Pertex, Pixie, HK and Jaynabonne helped me a lot and I had the same questions you had - I still have a lot-lol!

I have attached an example of a Introduction that Pertex posted. It helped me a lot. Look under game> script > start script.

Jaynabonne posted two scripts for showing or hiding the map:

Create a command with the pattern: map on and give it any name you choose.
In the script part, paste the following:
JS.ShowGrid (game.mapsize)
JS.Grid_DrawPlayerInRoom (game.pov.parent)


This will show the map when typing map on

To hide the map:
create a command with pattern: map off and script:
JS.ShowGrid (game.mapsize)
JS.Grid_DrawPlayerInRoom (game.pov.parent)


when you type: map off, it will hide the map.
Now players can enable/disable the map.

Or you can just add these scripts in your intro script to switch the map on or off.

Hope this helps

jaynabonne
07 Dec 2013, 11:09
When you add a "Wait for key press" command, it has a "then / Run script"... section, which is the script to run once the key is pressed. Put your subsequent screen clear, text output, etc there.

mlyonsco
07 Dec 2013, 23:51
Thanks guys....I tried doing it multiple times (i.e. paragraph then continue, paragraph then continue) and got the error message

Error running script: Only one wait can be in progress at a time.

So do I have to stop running the 'wait for key press' script every time before starting a new one?

tbritton
08 Dec 2013, 00:02
Each wait has to be nested inside the previous one. So your first wait will clear the screen, print a message and then have your next wait, and so on.

mlyonsco
08 Dec 2013, 00:15
Awesome got it - thank you!! And then to be able to move into different rooms after I'm done with all the intro stuff I need to end the script right?

Entropic Pen
08 Dec 2013, 13:49
Just a piece of advice: Players don't like it when you have long paragraphs of text, or have very little text between "Continue..."'s. I'd find a medium between too much text and too little text.

HegemonKhan
09 Dec 2013, 01:39
mlyonsco wrote:Awesome got it - thank you!! And then to be able to move into different rooms after I'm done with all the intro stuff I need to end the script right?


What are you doing in your game, or what are you asking about?

If you set~placed~put the "player" Player Object inside of an "introductory_room" Room Object, then to move to another room you have (at least) 2 basic GUI~Editor options:

0. Create~Add the other room(s), lol

1. directly connect the rooms via Exit Elements
2. within your "introductory_script" (Game -> ? Tab -> "start" Script), at the end of it, you want to add the script "Move Object".

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if you're asking about just being able to move around, then your "introductory_script" (Game -> ? Tab -> "start" Script) script will automatically end for you, and now you can move around (if you made~added other rooms and connected them via Exit Elements).

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if you're working with the Code, then let me know, and I'll help you in how to do this stuff with it.