SCUMM style dialog system

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Post » Fri Dec 23, 2016 11:05 am

Zebbi wrote:
TELLES0808 wrote:I used variables and text in a specific event-sheet, triggering them on purposes. It's easy to translate later, easy to manipulate the event-sheet out of C2 (it's a xml), easy to follow and organize (just drag and drop), easy to change, and it's visual, searchable, fast =]

https://www.youtube.com/watch?v=RozvOxMMqms

Really? Sounds interesting, how did you associate the variables with dialog lines in a readable way?

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The "2" on the end mean it's the second available language, "English", translated by my brother.

I'll be working into this game next year to release the full version. It's already green-lit on Steam. The mechanics behind dialogues are extremely simple.

Keep a track of your dialog sequences and events and when necessary, trigger the talking action and set the text with the desired variable.

The talking system trigger once for each dialog sequence while the currently variable is true, it avoid the waste of memory.

My next goal will be make a type-letter-by-letter system with a shortcut system, so, when the player double tap the screen it will write the entire sequence at once.
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Post » Fri Dec 23, 2016 10:04 pm

Thanks, that's really helpful! As promised, here's a bit on SCUMM dialog by Ron: http://www.pagetable.com/?p=614
This is the command that walked an actor to a spot.

actor sandy face-right
actor sandy do-animation reach
walk-actor razor to-object microwave-oven
start-script watch-edna
stop-script
stop-script watch-edna
say-line dave "Don't be a tuna head."
say-line selected-kid "I don't want to use that right now."
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Post » Mon Jan 09, 2017 8:49 am

Still having trouble getting my head around the mechanics of this. So, I guess for the speech above head I'll have a per-character sprite text attached and hidden when not in use. I'll have 5 blank Sprite texts positioned on a layer that's hidden unless speech is engaged for selecting. Now, I need to dynamically load which ever conversation is needed, and not only that, but the relevant engagement lines that haven't already been spoken/don't get removed (see ya!/are you sure you can't sell me the fruit?/etc). I need to change the Sprite text above head to the engagement line and hide the selection layer and cursor. Now, I need to figure how to sequentially change the line to the next sentence on the dialog, and the other characters. When the lines of the conversation have been spoken, the engagement lines need to change or be removed, depending on that particular tree. Is this all triggered with functions? I'm not smart enough to use external files so I'm happen enough with using a seperate sheet for dialog or even a group, but it's just functioning all the mechanics I'm having difficulty with imagining. Text speech length is easy enough, just set length to a multiplication of the amount of text in each line +/- the UI speech speed selector or if there's voices, the length of the file, but that needs to be a very global thing so everything's speed is based on that basic principle. Any suggestions on how to get started with the actual engine for this would be MOST appreciated, I can take care of building a prototype but I'd love some ideas on how to make this as painless as possible!
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