Noob Question about a 'continue' option

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!! :)

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.

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

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

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

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.

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?

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.

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.

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.