talk text with skip/noskip

jonsilva

New member
hello

i wanted to give the player the option to go to the next text letters when the charaters talk... because i cant really find the right time a person takes reading a text... and after a while the game might get a little bored for the player with a delay of 1200/2000 before the next text comes up...

ive been swithing all the talk texts to skip
but when you have about 30 frames of text theres is always 1 frame or 2 that that dont show... (its like the attack key takes 2 inputs instead of 1 sometimes)

so far ive tried this 2 ways... but they seem to give the same result
delay 9000
frame data/chars/beyond/text/overlord/over99.gif
delay 9000
frame data/chars/beyond/text/overlord/over100.gif
delay 9000
frame data/chars/beyond/text/overlord/over101.gif
delay 9000
frame data/chars/beyond/text/overlord/over102.gif
delay 9000
frame data/chars/beyond/text/overlord/over103.gif
delay 9000
frame data/chars/beyond/text/overlord/over104.gif
delay 9000
frame data/chars/beyond/text/overlord/over105.gif
delay 9000
frame data/chars/beyond/text/overlord/over106.gif
delay 9000
frame data/chars/beyond/text/overlord/over107.gif
delay 9000
frame data/chars/beyond/text/overlord/over108.gif
delay 9000
frame data/chars/beyond/text/overlord/over109.gif
delay 9000
frame data/chars/beyond/text/overlord/over110.gif
delay 9000
frame data/chars/beyond/text/overlord/over111.gif

delay 9000
frame data/chars/beyond/text/overlord/over99.gif
frame data/chars/beyond/text/overlord/over100.gif
frame data/chars/beyond/text/overlord/over101.gif
frame data/chars/beyond/text/overlord/over102.gif
frame data/chars/beyond/text/overlord/over103.gif
frame data/chars/beyond/text/overlord/over104.gif
frame data/chars/beyond/text/overlord/over105.gif
frame data/chars/beyond/text/overlord/over106.gif
frame data/chars/beyond/text/overlord/over107.gif
frame data/chars/beyond/text/overlord/over108.gif
frame data/chars/beyond/text/overlord/over109.gif
frame data/chars/beyond/text/overlord/over110.gif
frame data/chars/beyond/text/overlord/over111.gif

is there another way the skip to the next frame when pressing attack... the charaters talks get a little weird when you miss a line... 


 
My workaround regarding that... and there MUST be a better one out there for sure, but what I do is that each line of dialogue is an entity of its own. So get ready to spend more time on your mod! :D
 
an entity for each piace a dialogue... there is just no way... i could end up with more than 500 entities...

that script its very hard to understand i think that one of the things is doing is making the letters appear one by one... its to confusing for me to use in here

i just dont know what to do here...
i have been using delays of 1100/1500 between frames depending on the size of the text... On the other hand i could give the player the option to go to the next frame text, witch is much better for getting a better reading and skiping the text faster if you dont want to waste time... but then theres the risk of missing 1 or 2 frames throw the dialogues... and it looks very bad when the gamer misses a text line... its like puting a video af 2 people talking with answers and ryples and then cut 1 or 2 pieces of the answers and ryples.
 
its the solution mersox posted above...
My workaround regarding that... and there MUST be a better one out there for sure, but what I do is that each line of dialogue is an entity of its own. So get ready to spend more time on your mod!

i have about 20 text entities each one with about 30/40 frames that show text...
that why giving the player the option to skip the text is so important... the player could lose the level about 3 times and every time he would return to the boss he would have to wait for the text to disapear.
 
the player could lose the level about 3 times and every time he would return to the boss he would have to wait for the text to disapear.
not really. If you use a globalvar on the first time the dialog appears, you can make the text appear just if that var is  NULL.
 
globalvar on the first time the dialog appears, you can make the text appear just if that var is  NULL.

yes that way would work... but it seems so frustrating to do it that way... iam already using globalvars in other things now use more in the text dialogues...
if this could be fixed in newer versions of openbor, the key input time to go to next frame in the text entities... sometimes its like he takes 2 inputs and skips 2 frames i dont even know if it has to do with input time, because ive tried pressing the attack key very slowly and fast...
 
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