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Aug. 23rd, 2013

- more bugs fixed; got the number down to 39


( 4 comments — Leave a comment )
Aug. 25th, 2013 07:21 am (UTC)
some question, if it's not a secret
Dear Rinku, I download IMMORTAL DEFENSE demo and it's definitely very impressive. But if I can ask a few questions:
how you implement so much text in the game? GM have not any dialog module like, for example RPGmaker - so how you make it (place so mych text in the game)? Which methods/extentions are you use? And another one: this game have level editor. Is it also made in GM? Thanks
Aug. 25th, 2013 07:53 am (UTC)
Re: some question, if it's not a secret
there is nothing special required to put text into a game, in any amount. in ID i simply load text from files when needed for a stage, but that isn't necessary, it could all be stored in the code if you wanted. i store them in files for ease of editing. there's nothing special whatsoever about the amount of text in the game, many other game maker games have much more text. there are no special methods, it's the exact same method you'd use to display a single word of text

the level editor was made in game maker, and it's a part of the game. levels are stored in the text files too
Aug. 26th, 2013 02:21 am (UTC)
Thank you for answer
Thank you!
are you use svc or anohter format to store texts? How you handle multi-branched dialogs?
Aug. 26th, 2013 04:16 am (UTC)
Re: Thank you for answer
i use plain text format. ".txt" is the extension. it's the easiest to read and write from file

i don't actually use multi-branched dialogues in immortal defense, the story is linear. in saturated dreamers however i use a tag system for simple branching. for example if a line of dialogue is only meant to show up if neotheo is present, i use @N to make it not display if he's not in the party
( 4 comments — Leave a comment )