[Feedback] Dialogue Box For Lazy People

Show us your works in progress and request feedback

Post » Wed Jun 22, 2016 6:18 am

Oh wow, this is really good. I might use this for my Zelda Gamekit, if you don't mind.
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
B
51
S
24
G
30
Posts: 534
Reputation: 19,620

Post » Wed Jun 22, 2016 11:10 am

LaDestitute wrote:Oh wow, this is really good. I might use this for my Zelda Gamekit, if you don't mind.


Thanks :) Go for it, that's why I shared it. Tell me if you have ideas of improvements you will need to make it more zelda-like.
B
18
S
9
G
17
Posts: 84
Reputation: 10,519

Post » Wed Jun 22, 2016 1:19 pm

I'll PM you if I run into any issues with what I've made
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
B
51
S
24
G
30
Posts: 534
Reputation: 19,620

Post » Wed Jun 22, 2016 2:49 pm

LaDestitute wrote:I'll PM you if I run into any issues with what I've made


I'll be happy to help :)

I just did a new update:

-Now you can put variable names (like this {variable})in the dialogue file, and it will replace it by it's value. The variable has to be in the dictionary "DialogueVariables".
- I also added a field "auto" in the XML. if set to 1 it will automatically go to the next speech line when the text is displayed.

I changed the demo to add this and updated the Capx file.
B
18
S
9
G
17
Posts: 84
Reputation: 10,519

Post » Wed Jun 22, 2016 3:28 pm

Hey, do you think you could make a version without the avatar faces? I'd would want to use that as a basis for the one I'm editing.
Also, you might want to simplify the xml file format or at least provide some sort of guide on how to build proper dialogs. A question, if we're using say, multiple entities (npcs, signs, etc), how would you differentiate from them in order to tell the dialogue system which part of the xml file is for which npc/sign?
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
B
51
S
24
G
30
Posts: 534
Reputation: 19,620

Post » Wed Jun 22, 2016 3:53 pm

LaDestitute wrote:Hey, do you think you could make a version without the avatar faces? I'd would want to use that as a basis for the one I'm editing.
Also, you might want to simplify the xml file format or at least provide some sort of guide on how to build proper dialogs. A question, if we're using say, multiple entities (npcs, signs, etc), how would you differentiate from them in order to tell the dialogue system which part of the xml file is for which npc/sign?


Yes you're right, I think I will do some kind of tutorial about writing the XML. Maybe a dialogue editor later if I'm not too lazy.

It's very easy to remove the faces, you just have to omit the avatar_animation attribute in a TextLine. The default animation is transparent. You can also enlarge the text to fit all the box. If you do this you may have to change the position of the Imagepoint "text" of the Box object.

Dialogues are differentiated by their id, for example I can have the two following dialogues:


<Dialogues>

<Dialogue id='npc1' key_next='32' key_faster='88' key_up='38' key_down='40' first_line_id='0' typing_sound ='typing'>
<TextLine id='0' id_next='end' box_animation='Default' >You can find rupees in the bushes.</TextLine>
</Dialogue>

<Dialogue id='npc2' key_next='32' key_faster='88' key_up='38' key_down='40' first_line_id='0' typing_sound ='typing'>
<TextLine id='0' id_next='end' box_animation='Default' >The triforce will grant you a wish.</TextLine>
</Dialogue>

</Dialogues>


If I want to call the dialogue "npc1" I will call the function dialogue("npc1"), and if I want to call the second one, I will use dialogue("npc2")




Hope I was clear enough :D
B
18
S
9
G
17
Posts: 84
Reputation: 10,519

Post » Wed Jun 22, 2016 3:58 pm

Yeah, this is some nice help, and a dialog editor later would be awesome! A couple of handful paid store dialog systems have dialog editors, so you adding one would create some nice competition, especially since yours is free? I think.
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
B
51
S
24
G
30
Posts: 534
Reputation: 19,620

Post » Wed Jun 22, 2016 4:31 pm

LaDestitute wrote:Yeah, this is some nice help, and a dialog editor later would be awesome! A couple of handful paid store dialog systems have dialog editors, so you adding one would create some nice competition, especially since yours is free? I think.


If I make a dialogue editor it would be free too. I don't know if it will be as good as the dialogue box and editors you can already find :) but at least it could help some people that don't want to pay.
B
18
S
9
G
17
Posts: 84
Reputation: 10,519

Post » Wed Jun 22, 2016 7:23 pm

@LaDestitute

I've just written a quick tutorial that describes the XML :D

https://www.scirra.com/tutorials/5373/how-to-use-the-dialogue-box-for-lazy-people
B
18
S
9
G
17
Posts: 84
Reputation: 10,519

Post » Thu Jun 23, 2016 7:54 am

Haha, thanks! That was the best demonstration ever and I think this will be useful for a project I'm working on!

Thumbs up.
Image
B
98
S
36
G
17
Posts: 351
Reputation: 15,953

PreviousNext

Return to Works in Progress/Feedback Requests

Who is online

Users browsing this forum: No registered users and 1 guest