Nice
Looking forward to it, thanks.

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local cutscene = {}
local function initialize_cutscene(game)
--functions--
end
local game_meta = sol.main.get_metatable("game")
game_meta:register_event("on_started", initialize_cutscene)
return cutscene
local cutscene = {}
function cutscene:intialize(game)
cutscene.game = game
end
function cutscene:on_started()
--sprites, sol.audio.stop_music(), timers--
end
function cutscene:on_finished()
--timers:stop, hero:unfreeze()
game:set_paused_allowed(true)
end
function cutscene:on_draw(battle_surface)
--sprites and images--
end
function cutscene:on_command_pressed(command)
if command == "action" then
sol.menu.stop(self)
end
end
return cutscene
local cutscene = require("scripts/cutscene/cutscene_1")
function mentor:on_interaction() --mentor is the npc--
game:start_dialog("mentor", function(answer)
if answer == 1 then
sol.menu.start(game, cutscene)
hero:freeze()
end
end)
end
local cutscene = {}
function cutscene:on_started()
--fade_in effect and timers start--
end
function cutscene:on_finished()
--all timers stop and hero unfreeze--
end
function cutscene:on_draw(dst_surface)
--menu_background and other images are drawn--
end
return cutscene
game:start_dialog("dialog_npc", function(answer)
if answer == 1, then --Answer = YES--
--Start Cutscene Menu??--
else return
end
end)
Quote from: Max on July 11, 2018, 05:36:35 PMDamn it XD
Oh, and sorry, "matter" and "better" don't rhyme in English XD
Let me know if anything I said wasn't clear.