Hi. I've run into a problem with working with conversations.
I've created a new game and started from scratch. To sort of "reverse engineer."
I use the web version. This is what it looks like.
Then I took that and put it into my other game. This is what that looks like.
Then I get this message.
So I don't really get why I'm getting this message.
The way to code for a conversation seems weird to me.
Also, I have no idea what happened to my other thread. Oh well, Ce la vie.
Edit: *-Smacks head- I got it to work. I just had to edit the 'command.'
The error message is still there, though.
I don't know why they don't put that in any of the how to's........
I can't see your pictures... "File not found"...
Altho, this version does open your album to see your posted pictures.
(I just hope I did not accidently hack your album!!! that was not my intent!)
conversation/dialogue (and many other such 'rpg' systems: equipment, magic, items, combat, stealth, journal/records/notes, quest/mission/tasks, etc) is NOT easy to code, only really good programmers can code in really good dialogue/conversation systems.
conversation/dialogue design can be very simple (but not very scalable) or very advanced (very scalable), also, it can be very poorly/sloppily done or very well done. All of this stuff for consideration depends on what you want/need to do for your game's conversation/dialogue. There's many designs/methods for doing conversation/dialogue, which again range in quality and/or scalability. Since there's so many designs, it's best if you can define/describe what you want clearly, and then we can help you with it.
A simple way to do it would be to start the conversation...
Then control what the player could say...
(you type): Talk to barkeep
He says "Hi, what could I get you?"
1- A stiff drink
2- A room for the night
(Select 1,2 or 3)
Then control it from there. #3 could go to a sub menu for more options...