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nevermind noone will see this vvvvvv is dead ;-;
I'm sorry, I don't think I explained repeating scripts very well. In this state all your script does is crash the game. The location where you put the ifflag and the iftrinkets commands has to be the one Viridian steps in. The dialogue has to be in a separate script box unreachable from the player. In the ifflag command, "x" stands for a number. You have to put a number in the place of "x". Where you put "nothing" there has to be a reference to an entirely separate script box. The iftrinkets command has to reference the script box with the dialogue in it. So all three scripts would look like this:The box Viridian is in:Code: [Select]ifflag(1,nothing)iftrinkets(0,losedvirdian)The dialogue script that is out of reach of the player (in this case, losedvirdian):Code: [Select]replyGah where am'i?replyAND MOST IMPORTANTsadreplyWhere are my friends?flag(1,on)The script called nothing has nothing.Here's a video that may help you:https://youtu.be/awumadrkyb8If anyone can explain this better please do.
ifflag(1,nothing)iftrinkets(0,losedvirdian)
replyGah where am'i?replyAND MOST IMPORTANTsadreplyWhere are my friends?flag(1,on)
ifflag(x,nothing)sayThis is a non repeating scriptflag(x,on)
OR ELSE do this:Code: [Select]ifflag(x,nothing)sayThis is a non repeating scriptflag(x,on)its way simplier, and more compact.its beautiful.
Quote from: Valso22 on February 20, 2019, 07:06:15 PMOR ELSE do this:Code: [Select]ifflag(x,nothing)sayThis is a non repeating scriptflag(x,on)its way simplier, and more compact.its beautiful.You can, but only if the script contained in that ifflag command, have say() / reply() commands (In other words, contains dialogue). Otherwise you'll cause the staying cutscene bars glitch to happend, which reduces the game's view and generally is very annoying to deal with.
ifflag(x,nothing)sayThis is a non repeating scriptflag(x,on)endcutscene()
Quote from: Balneor on February 21, 2019, 03:26:28 AMQuote from: Valso22 on February 20, 2019, 07:06:15 PMOR ELSE do this:Code: [Select]ifflag(x,nothing)sayThis is a non repeating scriptflag(x,on)its way simplier, and more compact.its beautiful.You can, but only if the script contained in that ifflag command, have say() / reply() commands (In other words, contains dialogue). Otherwise you'll cause the staying cutscene bars glitch to happend, which reduces the game's view and generally is very annoying to deal with.Code: [Select]ifflag(x,nothing)sayThis is a non repeating scriptflag(x,on)endcutscene()this should fix it
is endcutscene() a simplified command? probably not, because i'm using simplifieds (never tried internal before) and i don't want to waste flag space