Could we see some screenshots from your Scene Designer? Or some snaps from some nice parts of the code? Please please
anything specific you want to see?
here's a shot looking at adam's events.http://www.ghostsonggame.com/miscd/adamcode.png
it's kind of a big mess to look at, but, frankly, it works.
same thing could be said for how I put in dialogue.http://www.ghostsonggame.com/miscd/dialogue.png
this is a fired event, he will move onto the next line after a delay each time, and you can skip ahead by using input to fire the event as well, the delay checks to see if you've already moved on in the list so that ensures nothing double fires or anything weird happens. like with anything else, I got it working by trial and error.
the opacity number I keep setting each time it fires is actually more like a timer, it's always draining down and if it's 0, the words become invisible. I forget why the attribute is called that. probably started as something else and I then used it as a timer.
If I need him to stop talking and bring the interactive symbol back, I just set that at the end of the timer instead of the fire again event.
if you just want to cycle straight through you just keep firing, otherwise if you need other contextual changes that allow skipping around in the dialogue, you fire and set the list so that everything up to the point you want to read is "stop", on fire it'll read the first one that is set as "play".
there's a "when drawing" event that works in conjunction with this to play the sounds and display the text, it's pretty straightforward.
I actually probably need to refine my way of doing dialogue a bit over the long run, but I know I can at least make it work in an ugly way if I have to.