Zelda Dialogue System (capx and demo included)

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Post » Mon Oct 03, 2016 4:18 am

DEMO (non-Gamepad|DEMO (Gamepad)
CAPX (non-Gamepad)|CAPX (Gamepad)

I made a modification of bbenny93's simple dialogue system, which can be found here. It's pretty much a reskin but it's retooled to work with a ALttP style spritefont and textbox. It has text skipping, letter by letter text, choice dialogues, all that good stuff! You can also see bbenny93's guide on how to make your own dialogue xml, which this version follows as well, structure wise with the xml file.

It doesn't have avatars or animated textbox like the original but also has a tiny addition: an example of how to play music during dialogue via the xml dialogue file with a function. To start a dialogue (such as interacting with a sign), just call a function named "dialogue" with your xml dialogue section's ID as it's parameter zero.
<Dialogue id='intro' key_next='32' key_faster='88' key_up='38' key_down='40' first_line_id='0' typing_sound ='typing'>


If you want to import this into your project, assuming you have all the basic parts of a project (keyboard, function, AJAX, etc), you will need to copy and paste the following objects into your project:
ProjectVariables (dictionary, global)
Text Spritefont (named SpriteFont)
Choice Spritefont (named SpriteFontChoice)
Cursor sprite
Choice_next (array, global, 10/1/1 size)
Textbox sprite
Typing and Text Done audio files
SpriteFontImporter (array, global, 10/1/1 size)
YourVariables (dictionary, global)
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[
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Post » Mon Oct 03, 2016 5:57 am

Updated capx and demo with gamepad support added.
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[
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Post » Tue Oct 04, 2016 6:33 am

Released a sort of hotfix tonight for both versions. Both have a minor change (integrating the music function into the main event sheet for the dialogue) but the gamepad capx also has touchscreen support now, if you want to test it on a mobile device (either via preview through lan/local IP address or the demo page)
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[
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Post » Tue Oct 04, 2016 6:14 pm

LaDestitute wrote:DEMO (non-Gamepad|DEMO (Gamepad)
CAPX (non-Gamepad)|CAPX (Gamepad)

I made a modification of bbenny93's simple dialogue system, which can be found here. It's pretty much a reskin but it's retooled to work with a ALttP style spritefont and textbox. It has text skipping, letter by letter text, choice dialogues, all that good stuff! You can also see bbenny93's guide on how to make your own dialogue xml, which this version follows as well, structure wise with the xml file.

It doesn't have avatars or animated textbox like the original but also has a tiny addition: an example of how to play music during dialogue via the xml dialogue file with a function. To start a dialogue (such as interacting with a sign), just call a function named "dialogue" with your xml dialogue section's ID as it's parameter zero.
<Dialogue id='intro' key_next='32' key_faster='88' key_up='38' key_down='40' first_line_id='0' typing_sound ='typing'>


If you want to import this into your project, assuming you have all the basic parts of a project (keyboard, function, AJAX, etc), you will need to copy and paste the following objects into your project:
ProjectVariables (dictionary, global)
Text Spritefont (named SpriteFont)
Choice Spritefont (named SpriteFontChoice)
Cursor sprite
Choice_next (array, global, 10/1/1 size)
Textbox sprite
Typing and Text Done audio files
SpriteFontImporter (array, global, 10/1/1 size)
YourVariables (dictionary, global)


Love it! Great work. I struggled a lot on my own to build such a dialog system without using XML (it's not supported on cocoonio). So I made it with a JSON file.
What's the license of the capx file? Can I use it in my own game? ;)
I love your artwork!

Thank you

Regards
Andy
Image Image iTunes: Match3 | Google Play: Match3
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Post » Wed Oct 05, 2016 7:50 am

AndreasR wrote:
LaDestitute wrote:DEMO (non-Gamepad|DEMO (Gamepad)
CAPX (non-Gamepad)|CAPX (Gamepad)

I made a modification of bbenny93's simple dialogue system, which can be found here. It's pretty much a reskin but it's retooled to work with a ALttP style spritefont and textbox. It has text skipping, letter by letter text, choice dialogues, all that good stuff! You can also see bbenny93's guide on how to make your own dialogue xml, which this version follows as well, structure wise with the xml file.

It doesn't have avatars or animated textbox like the original but also has a tiny addition: an example of how to play music during dialogue via the xml dialogue file with a function. To start a dialogue (such as interacting with a sign), just call a function named "dialogue" with your xml dialogue section's ID as it's parameter zero.
<Dialogue id='intro' key_next='32' key_faster='88' key_up='38' key_down='40' first_line_id='0' typing_sound ='typing'>


If you want to import this into your project, assuming you have all the basic parts of a project (keyboard, function, AJAX, etc), you will need to copy and paste the following objects into your project:
ProjectVariables (dictionary, global)
Text Spritefont (named SpriteFont)
Choice Spritefont (named SpriteFontChoice)
Cursor sprite
Choice_next (array, global, 10/1/1 size)
Textbox sprite
Typing and Text Done audio files
SpriteFontImporter (array, global, 10/1/1 size)
YourVariables (dictionary, global)


Love it! Great work. I struggled a lot on my own to build such a dialog system without using XML (it's not supported on cocoonio). So I made it with a JSON file.
What's the license of the capx file? Can I use it in my own game? ;)
I love your artwork!

Thank you

Regards
Andy

License would depend...I based it on another's capx but someone using it is fine with me. Though, keep mind, you'll want to change up the assets for the textbox/font as they're direct Nintendo sprite-rips and so are obviously copyright infringement.

I also just updated both capxs and demos. This new change is better line wrapping!
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[
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Post » Wed Oct 05, 2016 9:34 am

Thanks for the information and update ;)


Regards
Andy
Image Image iTunes: Match3 | Google Play: Match3
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Post » Tue May 16, 2017 10:40 pm

LaDestitute wrote:DEMO (non-Gamepad|DEMO (Gamepad)
CAPX (non-Gamepad)|CAPX (Gamepad)

I made a modification of bbenny93's simple dialogue system, which can be found here. It's pretty much a reskin but it's retooled to work with a ALttP style spritefont and textbox. It has text skipping, letter by letter text, choice dialogues, all that good stuff! You can also see bbenny93's guide on how to make your own dialogue xml, which this version follows as well, structure wise with the xml file.

It doesn't have avatars or animated textbox like the original but also has a tiny addition: an example of how to play music during dialogue via the xml dialogue file with a function. To start a dialogue (such as interacting with a sign), just call a function named "dialogue" with your xml dialogue section's ID as it's parameter zero.
<Dialogue id='intro' key_next='32' key_faster='88' key_up='38' key_down='40' first_line_id='0' typing_sound ='typing'>


If you want to import this into your project, assuming you have all the basic parts of a project (keyboard, function, AJAX, etc), you will need to copy and paste the following objects into your project:
ProjectVariables (dictionary, global)
Text Spritefont (named SpriteFont)
Choice Spritefont (named SpriteFontChoice)
Cursor sprite
Choice_next (array, global, 10/1/1 size)
Textbox sprite
Typing and Text Done audio files
SpriteFontImporter (array, global, 10/1/1 size)
YourVariables (dictionary, global)


Can you please fix the dl for the capx. thanks in advance :D
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Post » Sat Jun 03, 2017 9:02 pm

file not found :(
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