[WIP] Visual Novel Engine in 100 Events

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Post » Sun Feb 14, 2016 2:44 pm

Great work indeed.
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Post » Wed Feb 17, 2016 1:14 pm

Hi Mindfaq!

Sidescroller with Dialog in under 100 Events (in progress!)
https://www.dropbox.com/s/16knzyn4rpd8rz8/sidescroller_dialog_100events-singlefile.capx?dl=0
(needs Rex's CSV plugin http://c2rexplugins.weebly.com/rex_csv.html)

Here is my work in progress! I am going to work on tweaking the dialog branching system so it can check for multiple variables instead of just one, but for now I kept it simple.

I added a few functions such as tweaking the dialog position (so if the character appears on the left, the dialog can also appear on the left, etc), changing text speed, and other little things.

I deleted the background function and had the image function handle backgrounds to allow fading between background images. However, I have a weird problem with the background image where it doesn't center correctly (it settles to the side instead of the center even though I try to make it center), so I had to compensate by adding an offset.

I also sometimes still have a problem with flickering where you can see the text in the wrong position or the textbox in the wrong size for just a frame (probably due to browser lag?). I put in a lot of different measures to counteract it but I wonder if there's a foolproof way to prevent it? It's an extremely minor problem so I don't mind if there is no solution to it.
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Post » Wed Feb 17, 2016 6:35 pm

"I also sometimes still have a problem with flickering where you can see the text in the wrong position or the textbox in the wrong size for just a frame (probably due to browser lag?). I put in a lot of different measures to counteract it but I wonder if there's a foolproof way to prevent it? It's an extremely minor problem so I don't mind if there is no solution to it."
It's because the text object does not return the text width and height of newly set text in the same frame, but only in the frame afterwards. One fix would be using spritefonts (they always return the correct text width and height)
Theoretically there could also be a workaround with roughly determining the height and size based on empirical observation (creating a dictionary where the mean width of each character can be looked up) - then add a bit of leeway. But it won't be exact, if you don't wanna go and make a science out of it (or use a monospaced font) because of kerning etc..
Visual Novel 'Engine' in 100 Events
if you ever have to choose between buying Construct 2 on scirra.com or on Steam, read this: Review
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Post » Wed Feb 24, 2016 9:50 am

Ahh thank you very much for the advice!
I also would like to know if there is a way to continue the text after clicking without clearing the previous text? For example, one click shows "I like dogs." and then the second click continues the dialog in the same box saying, "I like dogs. They are cute."
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Post » Wed Feb 24, 2016 10:49 pm

It's not easy without increasing event count, but can probably done by adding a keyword in front of the text, that will tell your system to append instead of setting the text blank.

set dialog text to find(scripttext, "append: ") > -1 ? text_dialog.text : ""

So if you append, the text does not get cleared.
You also need to modify texttoprint in a similar fashion. If append: is in the text, replace it with an empty string.

It's all kind of hacky :D
Visual Novel 'Engine' in 100 Events
if you ever have to choose between buying Construct 2 on scirra.com or on Steam, read this: Review
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Post » Sun Feb 05, 2017 5:10 am

Hi Mindfaq! Nearly a year later! I'm so sorry for the late reply, life got very busy. I feel like working on the game again!

Thank you so much for the advice! I'll try that out.
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