DIALOGUE 2.0

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DIALOGUE 2.0

Postby pyrometal » Mon Sep 01, 2008 6:04 am

I have a few things to say:

-one day of work (16 hours) to build.
-Press space to continue.
-It'll explain its abilities itself.
-I WANT COMMENTS

DIALOGUE 2.0.zip
EXE demo (codes are mine, not releasing them)
(768.09 KiB) Downloaded 285 times


-----EDIT-----
Here is a graphically stripped down version of the code. I'll post instructions on how to use it later. You can upgrade the look of the graphics by replacing the code with some of your own graphical functions. I hope your eyes don't start bleeding when you look at the scripts... lol.

Canvas Dialogue.zip
Graphically stripped dialogue engine
(33.27 KiB) Downloaded 267 times
Last edited by pyrometal on Sun Sep 14, 2008 10:50 pm, edited 2 times in total.
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Re: DIALOGUE 2.0

Postby Kalladdolf » Mon Sep 01, 2008 8:56 am

awesome.

some GE users may get angry at you for not releasing the code... XD
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Re: DIALOGUE 2.0

Postby Spidy » Mon Sep 01, 2008 9:43 am

OMG this is cool man when will u release the codes?
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Re: DIALOGUE 2.0

Postby pyrometal » Mon Sep 01, 2008 1:35 pm

Well... the thing is I'm using these codes for my next game, which happens to be an RPG... If I was to release these codes, then people would then be using my text style and window algorithm in their games, which would mean that their RPG's would look exactly like mine... And, of course, I don't really want that to happen...

Here's what I might do (if people really want me too):
Release a stripped down version of the code with my previous text font code (which has no black outlining, previously released in spyrographs 2.0) and replace my window code with a simple version of such code. I'll leave the engine as is though, so you can colorize and pause as much as wanted. At any rate, this should show everyone interested how to build such engines.

ttyl everyone!
--pyro
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Re: DIALOGUE 2.0

Postby Kalladdolf » Mon Sep 01, 2008 4:29 pm

ok.
well, I haven't figgered out how to write such codes yet, and (I must admit) I haven't really tried yet =)
I'll think of somehting until you release the codes (someday)
=)
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Re: DIALOGUE 2.0

Postby pyrometal » Mon Sep 01, 2008 7:17 pm

Posting a screenshot for this demo.
screenshot.PNG
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Re: DIALOGUE 2.0

Postby desertgamer » Mon Sep 01, 2008 7:35 pm

Cool... you must have put a lot of effort into that...

I've always wanted true text in my games...

Nice work!
Do newbies want to experiment or get started right away? Take the source template:
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Re: DIALOGUE 2.0

Postby Kalladdolf » Mon Sep 01, 2008 7:41 pm

I know how to compare and copy text...
but that self-writing-talking-appearing-thing is kinda tricky.
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Re: DIALOGUE 2.0

Postby pyrometal » Mon Sep 01, 2008 7:53 pm

Its a function whici was put in a draw actor event of a few canvas actors. That's all, but it is slightly complicated...
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Re: DIALOGUE 2.0

Postby Lexcondran » Tue Sep 02, 2008 9:04 am

dude i dont care about your codes because its your stuff. all i wish to know is how to do that stuff.
i want to be able to make text, colored text, and the thing were it will appear and make noise. i will make my own
animations and font types. :D
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Re: DIALOGUE 2.0

Postby pyrometal » Tue Sep 02, 2008 10:22 am

You can't do this in GE without codes and canvas tough, and you'll have to spend at least 5 to 6 hours to create a monochrome font alone. My character printing algorithm is literally about 1200 lines of codes (not joking).
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Re: DIALOGUE 2.0

Postby Kalladdolf » Tue Sep 02, 2008 3:11 pm

didn't know it was that complicated O_o
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Re: DIALOGUE 2.0

Postby pyrometal » Tue Sep 02, 2008 7:17 pm

Its not complicated, its just very long to do because you have 95 pixel arrays for every character(letters and number etc) and you have to do every pixel one by one.
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Re: DIALOGUE 2.0

Postby Kalladdolf » Tue Sep 02, 2008 7:24 pm

it just dawned to me that you don't use regular text with regular fonts... *slaps head*
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Re: DIALOGUE 2.0

Postby DarkParadox » Tue Sep 02, 2008 7:42 pm

i want it....
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