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Thinking about conversations

The game uses the conversation system button events to generate game events. The dialog setup is handled within the hermit frame. we have the following code used to set up and handle the conversation. Notice our use of global variables. These variables are set up in the game initialization and are set toappropriate conversation values when a conversation event is triggered.

As mentioned, above, the initial values for the hermit's conversation dialog are set in the game initialization function below. This also sets up the "constants" that we use for the different events. ActionScript 2, which we are still using at this point in the game's development does not have constants. ActionScript 3, which we will be transitioning to during Day 4's episodes, does have proper constants and is much more programmer friendly.

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