He means boxes that display texts with options.
The best way to do this, is to make a textured plain (with the box texture) locked to the screen (facing the player ofcourse).
Then make an array ( dim TEXTBOX$(1,999) that should support 999 dialogues + 999 choices ) and fill it with the text.
When the player does something (talks to a person for example) set a flag to 1. Example:
sync on : sync rate 0
backdrop on
make object cube 100,2
hide object 100
dim textbox$(1,999)
textbox$(0,0)="Would you like a sandwich?"
textbox$(0,1)="Here ya go!"
textbox$(1,0)="yes"
textbox$(1,1)="no"
textbox$(1,2)="Another one please!"
textbox$(1,3)="Exit"
flag = 0
current_dialoge = -1
button_clicked = -1
do
rem the player does something, in this case he presses the spacekey
if spacekey()=1 then flag = 1 : current_dialoge = 0 : butten_clicked = -1 : show object 100
if flag = 1
button_clicked = -1
ink rgb(255,255,255),0
text 5,5,textbox$(0,current_dialoge)
if current_dialoge=0
ink rgb(155,155,155),0
if mousex()>4 and mousex()<25
if mousey()>18 and mousey()<26
ink rgb(255,255,255),0
if mouseclick() = 1 then current_dialoge=1
endif
endif
text 5,20,textbox$(1,0)
ink rgb(155,155,155),0
if mousex()>4 and mousex()<25
if mousey()>28 and mousey()<38
ink rgb(255,255,255),0
if mouseclick() = 1 then flag = 0
endif
endif
text 5,35,textbox$(1,1)
endif
if current_dialoge=1
ink rgb(155,155,155),0
if mousex()>4 and mousex()<25
if mousey()>18 and mousey()<26
ink rgb(255,255,255),0
if mouseclick() = 1 then current_dialoge=1
endif
endif
text 5,20,textbox$(1,2)
ink rgb(155,155,155),0
if mousex()>4 and mousex()<25
if mousey()>28 and mousey()<38
ink rgb(255,255,255),0
if mouseclick() = 1 then flag = 0
endif
endif
text 5,35,textbox$(1,3)
endif
endif
sync
loop
As you can see, this will take a LOT of time. But I think its a good way to do it. You might want to change the mousex()> < mousey()> < values to place the text box somewhere else
The code snippet is for 3D only. You can change it for 2D (add a black box to refresh the dialogue, dont use a plain but copy a bitmap for the dialogue. Etc)
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