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Emotional Responses

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Emotional Responses - Version 1.1

Galv

 

Introduction

This is kind of gimmicky and I don't know if anyone will ever use this, but thought I'd share anyway. It was more for trying to get more experience anyway :P

 

 

Features

A gimmicky graphic menu with 4 responses (by default they are: angry, sad, happy, none. These can be changed easily.).

Call this menu whenever you want the player to make an emotional response. Use conditional branches to determine what happens depending on the selection.

Each time one of the four responses is selected, it records the number against the actor that is leading the party so you can check how many times each actor has selected each emotion.

 

Using this data, you could make NPCs respond differently depending on how happy or how sad the party members are. The demo includes examples of using it in conditional branches.

 

 

Screenshot

emotional-responses.jpg

 

 

How to Use

Place script under Materials and above Main.

Read script instructions for script calls to use.

 

The demo shows how to use the emotional response counts in conditional branches.

 

 

Script

Get it here

 

 

FAQ

None yet.

 

 

Credit and Thanks

- Galv

 

 

Author's Notes

You could achieve this with show choices and billions of variables. But I thought I'd make the system easier and more interesting.

Edited by Galv
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oh haha, this is really neat.

i like that since you're scripting this you have the option to gray out the back for choice selection. nice aesthetic for this.

Edited by dbchest

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I haven't played that haha... I was actually trying to create a Shining Force style menu system and went of on another tangent idea... heh.

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That's really cool!

It makes me think, though - if you made them smaller and put them, say, at the bottom of the screen, you could pretty easily replicate the dialogue wheel of Dragon Age 2 (well, the bottom one would actually be the wheel image, I guess, and you'd have to add preview text, but the basic idea is the same). It'd make it a bit more practical for regular use, I think, to at least shrink them slightly and move them out of the middle of the screen.

Edited by BSTF

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That's a good idea, I guess ideally I should add it when the text box is open. I might come back to this one day and do something like that.

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Wow, this is awesome! Haha, I was actually just looking for some sort of 'choices system where you don't see the choices'. (Like if you actually saw the line you were about to say it would spoil which is the correct option, and it would look a bit awkward in a text menu just saying 'MAKE LAWFUL CHOICE' 'MAKE CHAOTIC CHOICE') This can be really good for making the player have to use judgment more in figuring out which dialogue options swing their alignment to good or evil: oh no actor2 is possessed and about to attack the party! I should stay calm- what, I calmly struck him down because it was 'the only way'?? Maybe if I get angry- oh, my character chewed out actor2 for being weak in a motivational speech and he broke out of the mind control!

And er.. stuff like that XD

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I honestly have no idea why, but this reminds me of Fable. (The fact that you can use expressions, basically.)

 

This is pretty cool, though. It's creative in a sense, and it adds more versatility in regards to choices and conversations!

Thanks, Galv!

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Er, where is the demo? o.O Did you forget to link it or have I somehow missed it?

EDIT: herpa derpa derp its right at the top of the script link. My gosh I'm on a roll with stupid mistakes lately! xD This one's extra funny cos I've been waiting for the demo and it was there the whole time.. wasted half a month XD

Just a question- is there any way to disable some of the choices? Like one time it only displays happy and sad, another time it displays them all, so on. Just because I'm trying to use this to create a rock-paper-scissors sort of army strategy minigame a la Suikoden and was planning to have three choices correspond to melee, ranged and magic and one be 'null' which applies to a jack of all trades secret character who bypasses strengths and weaknesses. But it'd only work if I could have the screen only display 3 options unless a switch is flipped saying you recruited that guy.

Edited by Bunni89

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I didn't make it very customisable, I'll re-visit this one at a later point but not right now :)

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Okay no probs :3

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This immediately called to mind Alpha Protocol's 4-choice dialogue system for me. It could be useful for those developing games with non-linear stories. Nice work Galv.

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Oh wow! This reminds me of Golden Sun Dark Dawn where you select an emotion to choose from, very well done! I can definitely find some use for this! Thanks a lot!

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this script is awesome.
but, I would like to know how to change the graphics via call script in the game if possible.
for example:
@menu_btn.bitmap = Cache.system ("choices-menu")

 

via call script

$menu_btn = "choices-menu" (to change the graph)

could that be possible?

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Set line 95 to

    @menu_btn.bitmap = Cache.system($game_variables[Emotes::Emotes_Var])#"choices-menu")

Then put up below line 69 

  Emotes_Var = 12 #variable to use for graphic file

Then you just need to set the variable data to the graphic file name.

 

Control Variables -> script -> "choices-menu"

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