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