I've used code similar to that and now i use it for most of my games. Its a nice touch for dialogue text.
Replying to:ArkzenI've used code similar to that and now i use it for most of my games. Its a nice touch for dialogue text.
Wow really? that's cool! I agree with you on that one! :-)
yeah the one i use is more text based so this will probably help with getting those annoying positions lol
Replying to:Autz64Problem is when you have other process in the background. The dialogue, at least as written here, will affect the flow of EVERYTHING.
To avoid such behavior, an idea i had was to keep track of what character is showing and what is the next character to show on a certain time. Something like this, is not good but to give you an idea:
DEF Dialogue_Text Text$,POS,TIME OUT NewTIME, NEWPOS
IF !TIME THEN 'if time has passed and it's 0, show a character
? Text$[POS]
IF LEN(Text$)-1 (bigger than) POS THEN NEWPOS=LEN(Text$)POS+1
NewTIME=15
ELSE
NewTIME=TIME-1
ENDIF
END
Ah! I hadn't thought of this thank you very much! :-)