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Thoughts on Dialogue

squeeb

  • Posts: 836
For a mobile or desktop game, what would be best practice for Dialogue .. would it be cool to do voice over style?  Not move mouths.. because characters are small.. but act out the dialogue for the game and cutscenes.. or use the usual face square on one side and the text showing next to it.. other ideas to get the point across of the conversations

Bombini

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  • Posts: 752
I think it pretty much depends on how much time and money you want to spend.

This is how i do it currently (very standard):
  • "Moving" mouth for in game characters to understand who is talking (very important if you ask me)
  • Bigger portrait next to text - also important because the player gets radio calls and finds logs which dont show in the lev el



fillergames

  • Posts: 614


I tend to do text in a way I sorta read things (commas and periods take longer to draw than normal letters). As for characters, I just animate them when speaking. I also let the player know that text is done drawing (via "more below" arrow, or character animation)

Simple as that, really.
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Bombini

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  • Posts: 752
I like that a lot!

squeeb

  • Posts: 836
Great! I like those ideas!  I was thinking about voice acting my characters myself... so if save money ;)  but I was thinking file size on mobile may be pretty big. Less programming though ;) haha

Irock

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  • Posts: 2815
I made a custom dialog system for my game. Characters have text they'll automatically say when not being interacted with, alongside text they'll say when the player interacts with them. The sprites on screen have talking animations that play when text is being drawn.



Dialog choices are also supported:



This system took a freakin long time to make and I definitely wouldn't want to put that much work into the dialog system of every game, but my game's very adventure-gamey so a robust dialog system was in order.

squeeb

  • Posts: 836
I made a custom dialog system for my game. Characters have text they'll automatically say when not being interacted with, alongside text they'll say when the player interacts with them. The sprites on screen have talking animations that play when text is being drawn.

Dialog choices are also supported:

This system took a freakin long time to make and I definitely wouldn't want to put that much work into the dialog system of every game, but my game's very adventure-gamey so a robust dialog system was in order.

Wow.. I love this.. is this your game?  I'd want to play it for sure!

Bombini

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  • Posts: 752

Irock

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  • Posts: 2815
Thank you! I'm just posting about it on Twitter for now and I've been neglecting to make a devlog on the forums but I'll be sure to make one eventually