Hey guys!
I was just wondering how I would implement this idea I had the other day.. I showed my friends what I had accomplished the other day and their only complaint was that they said that the choice system was rather difficult to understand. Right now it is written in first person, and I was thinking of implementing a type of telltale's 'The walking dead' or 'The wolf among us' type of options, albeit with buttons when there is more than one choice available, or it would just be in the text as normal (I am also willing to go for a normal 'Continue' button ala 'NWN' if buttons for multiple choices only can't be implemented).
If there are any alternatives to this that are in greater circulation, I am also all ears.
I very much appreciate the support and assistance you guys provide to the community, if this is at all possible I would very much appreciate it if you guys would let me know.
Thanks again,
Conrad
Comments
One simple method of showing 'buttons' is to place all your markup/macro links at the bottom of the passage and then to use CSS to make them look like buttons. The CSS needed to do this is different for each story format.
Any chance you could explain it for sugar cube? I'm interested in the same sort of thing, basically dialogue options that look good.
By placing a div element around the set of option markup links you can have both ones that look like buttons as well as normal looking ones in your passage.
a. Passage contents:
b. CSS to place in your story's Stylesheet: I am sure the more experienced CSS writers could give you a better example.
SugarCube includes a button macro.
<<button "button text" "button passage name to go to (can be left blank if you want to use button for code)">>Anything you want to execute in here like variables or goto macros<</button>>
Is there a way to change the appearance of buttons?
I was actually hoping to make the button kind of transparent, would it be easier to use an image for that?
You may not need the #passages selector. I don't use it in my SugarCube story for button styling.
for example;
<<button>>"Wake up""Start 1"<</button>>
doesn't seem to work, and any other variation I try doesn't seem to work either. I'll try the other style and see if I can get any luck with that but I am confused as to why the macro isn't functioning properly in any case.
Aesthetically, they also include hover and active states, making them look more interactive.
Funcitonally, they let you more easily include other code in the buttons.
Right now I'm looking at how to integrate 'Traits and Weaknesses' via objects and other macros..
Cora's old RPG system looks amazing, but haven't really found anything to match that just yet