ID:153430
 
If your playing a Rpg and your talking to a NPC which looks better? 1.In the Chat Box 2.Pop-Up(Alert) 3.HTML in Browser 4.HUD
Darkfirewolf5 wrote:
2.Pop-Up 3.HTML

Same thing, unless by HTML you also mean in the fixed browser. You could stand to clarify this a bit.

Lummox JR
I really like in the chat box, but sometimes that gets confusing with other players talking. My suggestion would be to put it in the chat box, but add something (color, font, etc...) to distinguish it from the rest. Popups are good for quest assignments, or talking to a shopkeeper, but for the rest, I prefer the chat box. Well, there's my two cents worth. :-P
I think HTML would work well for this, in either the browser or a popup. It would look the nicest, and would be the most functional. And, its relatively simple to do.
In response to OneFishDown
but if your using Pop-up you wont be able to go to see what someone said again....
It depends on the persons playing preference. By best do you mean the flashiest or perhaps least annoying? Having the Npc respond in a HUD could come out preety cool, but It would be a lot more laggy then having him respond in the chat box.
In response to Xangelicirex
So basically the Chat box is the best way to go...
In response to Darkfirewolf5
You have a point. I think that the popup wouldn't work very well for NPC conversation. In my opinion, little boxes popping up on my screen are very annoying. Maybe the best would be to let players choose which feature they have. Or, let them be able to turn on/off HTML popups, chat box, and any other options. That way, they could have HTML boxes to look nice, but still have it go in the chat box (if they wanted) so they could look back and see what the person said.

Just an idea
In response to Lummox JR
Lummox JR wrote:
Darkfirewolf5 wrote:
2.Pop-Up 3.HTML

Same thing, unless by HTML you also mean in the fixed browser. You could stand to clarify this a bit.

Lummox JR

I'd guess that Pop-Up could mean alert(), but that would be just plain scary.
In response to Jon88
What do you mean just plain scary? Don't a lot of BYOND RPGs use alert for NPC conversation? I've seen quite a few that do. Unless I completely misunderstood you, which is more likely the case... :P
In response to N649po
Alert has some purposes, but shouldn't be used for everything, or for any info that needs to be sent to the player frequently. For example, would you prefer to read a webpage where the content was alert()ed to you one sentence at a time, or displayed all at once on the screen, with links, and such?
In response to Jon88
Hmm... then why does it seem that so many RPGs on BYOND use alerts for NPC conversation? Of course, that is the strange world we live in, where it seems that people always find the worst way to do something and do it that way. :-)
In response to N649po
Yeah I personaly hate alert because of the screen blocking at some times it can get you killed..
In response to Darkfirewolf5
That's the same reason why I hate HTML popups.
In response to Darkfirewolf5
Then the player would have to either remember what the NPC said, or talk to them again.
In response to N649po
N649po wrote:
That's the same reason why I hate HTML popups.

However, you can load a HTML page into the browser window of Dream Seeker, instead of popping it up.
In response to Jon88
Yeah, but that's too much for me to concentrate on at once. lol
I'm a HUGE HUD fan. So, naturally - I'm gonna lean towards #4...HUD'S THE WAY TO GO! Also, refering to the comment made earlier, screen objects are only laggy/inefficient if you make them that way.
In response to N649po
N649po wrote:
Hmm... then why does it seem that so many RPGs on BYOND use alerts for NPC conversation?

It doesn't just seem that way. It's because people are idiots. ;-)


Of course, that is the strange world we live in, where it seems that people always find the worst way to do something and do it that way. :-)

My preferences for NPC communication would actually tend towards the pop-up browser window if NPC communication was not a critical part of the game (like in a multiplayer RPG) and towards the map screen, using DmiFonts, sd_text, or whatever, if NPC communication was the primary point of the game (like in a single-player RPG).

In both of these cases, I'm using the "console RPG" definition of RPG. If you're using the "MMORPG" definition of RPG, then I would definitely recommend that you use the text window for NPC communication, and -- if possible -- allow NPCs to respond to keywords in the say command.
In response to Jon88
Jon88 wrote:
N649po wrote:
That's the same reason why I hate HTML popups.

However, you can load a HTML page into the browser window of Dream Seeker, instead of popping it up.

You can also automatically restore focus to the map window from a popup by creating a new browser window or alert box and immediately deleting it. It's an ugly hacky workaround, but at least you can continue inputing commands without the popup interfering. See [link] for more details.
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