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.
[quote:3ijlxst1]<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:
[quote:3ijlxst1]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