Setting up dialogue text which floats above the participant in Conversations?
Posted: Thu Jan 22, 2015 3:40 am
It's been awhile since I last used Dialogue System, and I've been trying to relearn it all.
I have normal conversations, where NPC's make statements and ask questions, then the player chooses a response. However, I dislike the typical way conversations are handled (Skyrim / Mass Effect style / RPG style).
Instead, my game is a lot simpler. It has a few lines of back/forth dialogue between NPC's and the Player, represented by floating text above their head. This works perfectly as Barks, except that I need the power of conversations and player responses.
Basically, I am wanting to use Conversations (not Barks?) but where the dialogue appears over the speaker's head just like barks, like this:
http://www.gameinformer.com/cfs-filesys ... _610x0.png
But then when the Player needs to make a response, the response buttons appear over their head, kindof like this:
http://oyster.ignimgs.com/mediawiki/api ... s4-115.jpg
I imagine the buttons and PC subtitle line are easy to do, since the player is always in the center of the screen. (Although I'm not sure exactly yet, I assume this would be easy).
However, is there an easy way (or an example in Dialogue System) for the NPC Subtitle Line to appear over the speaking NPC's head? The NPC's will be at any location (or even moving around) so it can't be a fixed location. I was trying to use the Unity UI (4.6) which doesn't allow me to parent the NPC Subtitle Line to the NPC itself because all UnityUI has to be a child of CANVAS. Plus that would be an issue with multiple NPC conversants.
If there is a quick and easy way to do this, I'd appreciate it. Otherwise, I imagine I'll have to make some scripts to move around the NPC Subtitle Line during runtime based on the NPC current transform.
Alternatively, is there an easy way to make all dialogue in a conversation, simply Barks? (Besides the player response buttons). Any approach to make this quick/easy is welcome.
When I set this up in Behavior Designer using Barks (and no player responses) it worked and looked perfectly, very easy to setup. However, the conversations are powerful so I'd prefer to use them (and not Behavior Designer) to handle the entire conversation this way.
I have normal conversations, where NPC's make statements and ask questions, then the player chooses a response. However, I dislike the typical way conversations are handled (Skyrim / Mass Effect style / RPG style).
Instead, my game is a lot simpler. It has a few lines of back/forth dialogue between NPC's and the Player, represented by floating text above their head. This works perfectly as Barks, except that I need the power of conversations and player responses.
Basically, I am wanting to use Conversations (not Barks?) but where the dialogue appears over the speaker's head just like barks, like this:
http://www.gameinformer.com/cfs-filesys ... _610x0.png
But then when the Player needs to make a response, the response buttons appear over their head, kindof like this:
http://oyster.ignimgs.com/mediawiki/api ... s4-115.jpg
I imagine the buttons and PC subtitle line are easy to do, since the player is always in the center of the screen. (Although I'm not sure exactly yet, I assume this would be easy).
However, is there an easy way (or an example in Dialogue System) for the NPC Subtitle Line to appear over the speaking NPC's head? The NPC's will be at any location (or even moving around) so it can't be a fixed location. I was trying to use the Unity UI (4.6) which doesn't allow me to parent the NPC Subtitle Line to the NPC itself because all UnityUI has to be a child of CANVAS. Plus that would be an issue with multiple NPC conversants.
If there is a quick and easy way to do this, I'd appreciate it. Otherwise, I imagine I'll have to make some scripts to move around the NPC Subtitle Line during runtime based on the NPC current transform.
Alternatively, is there an easy way to make all dialogue in a conversation, simply Barks? (Besides the player response buttons). Any approach to make this quick/easy is welcome.
When I set this up in Behavior Designer using Barks (and no player responses) it worked and looked perfectly, very easy to setup. However, the conversations are powerful so I'd prefer to use them (and not Behavior Designer) to handle the entire conversation this way.