Questions about the Dialogue UI

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
losemarins
Posts: 19
Joined: Tue Feb 23, 2021 10:39 pm

Questions about the Dialogue UI

Post by losemarins »

hi. i'm making a 2D mobile game.
first of all, please understand that my English is not good enough to get help from the translator.
i bought this asset because i needed a conversation system. but there are some problems.
I've read the document several times, but I'm not sure how to add the function I want.

1. On the Conversation tab, I want to specify the location of the Actor's image for each node. Like the screenshot below.
Image

It also requires the ability to resize images in certain parts of the conversation.


2. At the beginning and end of the conversation, I would like to include screen production effects such as fade-in and out.

Please teach me the way. First of all, I would like to thank you for your reply.
Last edited by losemarins on Wed Feb 24, 2021 11:13 pm, edited 1 time in total.
User avatar
Tony Li
Posts: 22049
Joined: Thu Jul 18, 2013 1:27 pm

Re: Questions about the Dialogue UI

Post by Tony Li »

Hi,

Here's is a mobile example:

(See next reply.)

It looks like this:

mobileExample.png
mobileExample.png (132.27 KiB) Viewed 287 times

It's designed for Samsung Galaxy 1080 x 2400 resolution:

samsungResolution.png
samsungResolution.png (18.74 KiB) Viewed 287 times

It will scale to different resolutions:

samsungCanvasScaler.png
samsungCanvasScaler.png (39.71 KiB) Viewed 287 times

To fade in, the first node uses the Fade(in) sequencer command. To fade out, the last node uses the Fade(stay) sequencer command. Reference: Fade() sequencer command

mobileConversation.png
mobileConversation.png (21.3 KiB) Viewed 287 times

To change the girl's position, the node uses the [panel=2] markup tag.

---

If you want to change portrait images, use the [pic=#] markup tag or SetPortrait() sequencer command.

---

If you want to animate portraits, here are two ways:

1. Use Spine. (See Spine Support)

2. Or use an animator controller. (See Animated Portraits)

(The Dialogue System Extras page has an AnimatedPortraitExample.)
Attachments
DS_MobileExample_2021-02-24.zip
(263.85 KiB) Downloaded 32 times
losemarins
Posts: 19
Joined: Tue Feb 23, 2021 10:39 pm

Re: Questions about the Dialogue UI

Post by losemarins »

Thank you. I think I got the hang of it now.
However, the player's conversation does not proceed in the example scene you attached.
After a few tests, The player's turn, the conversation stops. Something seems wrong.
User avatar
Tony Li
Posts: 22049
Joined: Thu Jul 18, 2013 1:27 pm

Re: Questions about the Dialogue UI

Post by Tony Li »

Sorry, at the last minute I removed the Scrollbar from the dialogue UI. This made the player response menu 0 pixels wide, so it wasn't visible. I fixed it in the attached package.
DS_MobileExample_2021-02-25.zip
(264.05 KiB) Downloaded 177 times
losemarins
Posts: 19
Joined: Tue Feb 23, 2021 10:39 pm

Re: Questions about the Dialogue UI

Post by losemarins »

good. everything's working fine.
I have some additional questions.

1. I want the ability to set individual backgrounds for each conversation. i think i can use the image component of the current Dialogue panel gameobject, but i don't know how.

2. i want to play the bgm for each conversation.

3. I want to allow input one second after all the text in the conversation appears. I hope it doesn't touch until then. Or if you touch it while the text is coming out, you'll need the ability to see the whole conversation at once. I would like to set this up so that it is automatically applied to all conversations, not individually.

4. I want to prioritize character portraits. I want to set up something that covers each other.


Sorry for so many questions. Perhaps there is an answer to the document, but it is too vast to find it well.
User avatar
Tony Li
Posts: 22049
Joined: Thu Jul 18, 2013 1:27 pm

Re: Questions about the Dialogue UI

Post by Tony Li »

losemarins wrote: Sat Mar 06, 2021 8:46 pm1. I want the ability to set individual backgrounds for each conversation. i think i can use the image component of the current Dialogue panel gameobject, but i don't know how.
I recommend to write a custom sequencer command. (You can also examine the free VN Starter Framework on the Dialogue System Extras page. It has a sequencer command to change the background image.)

losemarins wrote: Sat Mar 06, 2021 8:46 pm2. i want to play the bgm for each conversation.
Add an Audio Source to the Dialogue Manager GameObject. Untick Play On Awake. Tick Loop.

Put your bgm audio files in a folder named "Resources". Set the <START> node's Sequence field to:

Code: Select all

Audio(XXX, Dialogue Manager); Continue()
where XXX is the name of the audio file.
losemarins wrote: Sat Mar 06, 2021 8:46 pm3. I want to allow input one second after all the text in the conversation appears. I hope it doesn't touch until then. Or if you touch it while the text is coming out, you'll need the ability to see the whole conversation at once. I would like to set this up so that it is automatically applied to all conversations, not individually.
Set up the continue button like in this answer.

losemarins wrote: Sat Mar 06, 2021 8:46 pm4. I want to prioritize character portraits. I want to set up something that covers each other.
Use different subtitle panels. Set up the portrait image of each subtitle panel so they cover each other in the order you want. See the VN template dialogue UI for an example.

losemarins wrote: Sat Mar 06, 2021 8:46 pmSorry for so many questions. Perhaps there is an answer to the document, but it is too vast to find it well.
No problem. Some people say there's too much documentation, other people say there isn't enough documentation. I understand it can be hard to find what you're looking for, so I'm happy to help. One tip: You can search the forum for "HOWTO" plus a question to find answers here, such as "HOWTO Show Overhead Bubbles".
Post Reply