you could try adding a prefix to your script assets, to more easily find them with autocomplete?
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Als antwoord op @like100bears @daisyowl
I do it that way too - pkg.Class.func -> pkg_class_func, and have the resource tree structured like
pkg
.
class
. .
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Als antwoord op @YellowAfterlife @like100bears
so would you maybe end up with a scripted scene having several of these scripts that get called by your dialogue system, by name?
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Als antwoord op @daisyowl @like100bears
If it's linear dialogue, can have the dialogue system have an array of actions (who's speaking, what text, -) made up from small arrays too.
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Als antwoord op @YellowAfterlife @like100bears
yeah, but i also want to mix in arbitrary code. i could throw in the script id's and call them in step, but that means a script each
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(0 for constructor, 1 for interact, 14 for destroy, etc). but I also use them for arbitrary scene code. feels like a nice compromise.
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ahh... how do you structure your dialogue/scenes in wandersong?
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how convenient! reading now
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this is pretty cool, i could see myself building something similar, thanks!
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excited to see what comes out of ya :) you can always bug me with game maker q's!!!
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Bedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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