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I've been working on a dialogue system over the last few day. It's quite complex, containing well over 500-600 lines of unique code. Because of the way it was initially designed, it does make it harder to make some adjustments - like visual effects with the text box to make it a bit easier on the eyes (like with smooth textbox transitions between speakers).

Games have wider screen spaces than they used to, so I'm not really sure if the current proportions will be good enough. Most modern games do prefer thinner text boxes, but there are a lot of things to consider with the technical design and placement of things.

GameMaker typically only draws the full text line instead of like a typewriter - so I have to do a bunch of complex stuff to make it do that and move everything based on various bits of information, like which side the speaker is on. That's largely why it's harder to edit now.

The video showcases the current features, though it uses temporary character sprites from Megaman Zero in place of our own characters for now.

Don't forget to eat & sleep.

Files

Vampire Killer Engine 03

It's a secret to everybody

Comments

Shawn Heatherly

I don't mind the speaker swapping sides, I think it flows fairly well for a conversation.

Brellom

I think the transition is just too abrupt and causes your eye to have to quickly move to another side of the screen, which would be annoying in conversations with a lot of back and forth.

disposablewords

I'm afraid I do not have any useful input aside from it looks alright to me as is, and that I hope it's not too hard to get it to something you're happy with. I assume the player has control over the conversation progressing, so the swapping text boxes aren't that bad since you can take them at your own pace.