Hi, is it possible to disable the controls in an RPG when the characters are talking?
So far this is what I did:
On function "Interaction":
Subevent: on player pressed "Control 1"
Basically Control 1 is like the Use key. Then I call the function:
Player overlaps Grandmother + player1 press "Control 1"
So far when I run it works, except the player can still move around when grandma is talking, which I don't want. Like, say, Pokemon, the player must wait until dialogue is finished and presses the A button before he can move again. How can this be done?
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You have to put everything in seperate groups and disable/enable group with events, that way you can easy make a custom pause in your game.
Plus you have to pause your animations.
Been trying all day with groups... Can't seem to make it work? Because gridmovement is a behaviour, not an event?
Can you upload an example, please? T__T
To prevent the behaviour, you do a Player> start ignoring user input,
for all the movements that you defined yourself, you put them in a group and do a system > disable group
Else, you could actually try to make your dialogues with timelines, it was easier for me : scirra.com/forum/timeline-example-for-game-dialogue_topic36147_page1.html
Thanks guys =)