Description
The Control Code System gives you the power to script cutscenes, dialogue and special FX the way YOU want.
Features:
- Easy-to-use DIY scripting system
- Execute events sequentially, wait for user input / NPC movement before making another event happen.
- Supports If statements so dialogue can change when your world does
- Supports Object-based Switch statements for dynamic dialogue choice boxes
- Comes with 6 examples including basic dialogue, if statements, choice boxes, split-screen multiplayer and more!
- HTML5-Compatible!
Fast and Easy
Setting up scripting has never been easier!
- Simply register your control codes
- Script an NPC the way you want!
- Start the process using the NPC scripting and let your custom objects and scripts do the work!
Example of Registering a Control Code (Game Start)
cc_code_register("dialog", CCType.Object, objBasicDialogueBox);
Example of Scripting (NPC Create Event / Room Creation Code)
/// Setup Dialogue Block
block = cc_block_start();
cc_block_add(block, "dialog", "Welcome the basic control code system test!");
cc_block_add(block, "dialog", "As you can see, this system makes it a breeze to make dialogue systems!");
cc_block_end(block);
Example of Executing Dialogue Block (Hero to NPC Collision Event)
/// Press 'Space' or 'Z' to talk to 'objNPC'
if (keyboard_check_pressed(vk_space) || keyboard_check_pressed(ord("Z")))
{
// If the Player object is not talking. (ie. Not running a process)
if (cc_process_find_id_by_self(id) == -1)
{
// Creates a process using the OTHER objects 'block' variable
// ('block' variable holds all the dialogue)
cc_process_create(other.block);
}
}
End User Licence Agreement (EULA)
Age Rating: 4+
Version
GMS1 - Version 1.0.0. Published September 20, 2014
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