Hello. I'm designer from Dark Crystal Games (making an old-school RPG).
We recently purchased your dialogue plugin, looking good so far. We are not 100% sure if we will stick with it further in production, but for dialog and novel prototyping it is just great.
I was looking at markup tags and could not find much. I have good experience with Fungus, which is pretty powerful for storytelling, but I like how dialog editing and ease of creating new UIs is handled in Dialogue System, so I preferred it over Fungus for this project. But I'd like to see if additional features can be added.
http://fungusdocs.snozbot.com/narrative_text_tags.html
If you look here, Fungus allows doing certain things really easy right inside text markup.
The most important things would be:
{s}, {s=60} Writing speed (chars per sec){/s}
{w}, {w=0.5} Wait (seconds)
{hpunch=10,0.5} Horizontally punch screen (intensity,time)
{punch=10,0.5} Punch screen (intensity,time)
{flash=0.5} Flash screen (duration)
What do you think about it, can it be implemented for Dialogue System? Maybe I'm missing something and some of them are already in?
With best regards. Slava.
Additional markup tags?
Re: Additional markup tags?
Hi Slava,
Thanks for buying the Dialogue System!
The Dialogue System is designed to support voiceover and other activity with or without subtitles (text). Effects that don't affect text are usually handled through sequences, not through markup tags.
I'll address each of the Fungus tags below:
> {b} Bold Text {/b}
Use <b> Bold Text </b>
> {i} Italic Text {/i}
Use <i> Italic Text </i>
> {color=red} Color Text (color){/color}
Use <color=red> Color Text </color> or [em#] emphasis markup tags.
> {size=30} Text size {/size}
Use <size=30> Text Size </size>
> {s}, {s=60} Writing speed (chars per sec){/s}
Control the typewriter effect's Character Per Second. This depends on the GUI system you're using. You can write a sequencer command or handle this in an OnConversationLine method.
> {w}, {w=0.5} Wait (seconds)
Use the \, or \. RPGMaker-style codes. You can also use \^ to skip to the end of the line, or \> and \< to immediately skip forward through text.
> {wi} Wait for input
> {wc} Wait for input and clear
It depends what you want to input. If you want to wait for a continue button click, set the Dialogue Manager's Subtitle Settings > Continue Button mode. If you want to read input, use the [var=?varName] markup tag or TextInput() sequencer command.
> {vpunch=10,0.5} Vertically punch screen (intensity,time)
> {hpunch=10,0.5} Horizontally punch screen (intensity,time)
> {punch=10,0.5} Punch screen (intensity,time)
> {flash=0.5} Flash screen (duration)
Write sequencer commands for this.
> {audio=AudioObjectName} Play Audio Once
> {audioloop=AudioObjectName} Play Audio Loop
> {audiopause=AudioObjectName} Pause Audio
> {audiostop=AudioObjectName} Stop Audio
Use the Audio() sequencer commands.
> {m=MessageName} Broadcast message
Use the SendMessage() sequencer command. Unless you're talking about showing a message onscreen, in which case use ShowAlert("message") in the Script field.
> {$VarName} Substitute variable
Use the [var=varName] markup tag.
I think you'll find that the Dialogue System is a little more complicated to learn than Fungus (because it has more features), but a lot more flexible. If you have any questions about implementing something, just let me know.
Thanks for buying the Dialogue System!
The Dialogue System is designed to support voiceover and other activity with or without subtitles (text). Effects that don't affect text are usually handled through sequences, not through markup tags.
I'll address each of the Fungus tags below:
> {b} Bold Text {/b}
Use <b> Bold Text </b>
> {i} Italic Text {/i}
Use <i> Italic Text </i>
> {color=red} Color Text (color){/color}
Use <color=red> Color Text </color> or [em#] emphasis markup tags.
> {size=30} Text size {/size}
Use <size=30> Text Size </size>
> {s}, {s=60} Writing speed (chars per sec){/s}
Control the typewriter effect's Character Per Second. This depends on the GUI system you're using. You can write a sequencer command or handle this in an OnConversationLine method.
> {w}, {w=0.5} Wait (seconds)
Use the \, or \. RPGMaker-style codes. You can also use \^ to skip to the end of the line, or \> and \< to immediately skip forward through text.
> {wi} Wait for input
> {wc} Wait for input and clear
It depends what you want to input. If you want to wait for a continue button click, set the Dialogue Manager's Subtitle Settings > Continue Button mode. If you want to read input, use the [var=?varName] markup tag or TextInput() sequencer command.
> {vpunch=10,0.5} Vertically punch screen (intensity,time)
> {hpunch=10,0.5} Horizontally punch screen (intensity,time)
> {punch=10,0.5} Punch screen (intensity,time)
> {flash=0.5} Flash screen (duration)
Write sequencer commands for this.
> {audio=AudioObjectName} Play Audio Once
> {audioloop=AudioObjectName} Play Audio Loop
> {audiopause=AudioObjectName} Pause Audio
> {audiostop=AudioObjectName} Stop Audio
Use the Audio() sequencer commands.
> {m=MessageName} Broadcast message
Use the SendMessage() sequencer command. Unless you're talking about showing a message onscreen, in which case use ShowAlert("message") in the Script field.
> {$VarName} Substitute variable
Use the [var=varName] markup tag.
I think you'll find that the Dialogue System is a little more complicated to learn than Fungus (because it has more features), but a lot more flexible. If you have any questions about implementing something, just let me know.
Re: Additional markup tags?
Thanks for your reply! I will check further what I can do