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Visual Novel Inconsistent Behaviour

Posted: Wed Apr 03, 2024 5:42 am
by Cussa
Hello,

I am working on a game here and I am facing some inconsistent behaviour that I would like to check if I am doing something wrong.

I edited the "example" dialogue to see if I was doing something wrong. Here is a similar conversation from what I have right now.

Image

When I got the choices, I want to have the first dialogue as the choice to appeart to the player, but don't want to show that again after player select it. The idea (to make the explanation simpler) is that the dialogues that have a `()` are the answers to show, while the dialogue entry after that is the text I want to show.

Strange enough, here is the inconsitent behaviour:
- When I do the first run, the "option" dialogue is shown after I select the answer
- After that, the next dialogue appears. In my case, I wanted to jump directly to this dialogue
- If I use the backtrack, it will behave like I wanted (jump the dialogue that was selected and go to the next dialogue entry)

Below, you can find the logs generated by the Dialogue System (without the stacktrace).

Code: Select all

Dialogue System: Add Link (Player): ID=1:13 '<<What should I say?>>' (True)
Dialogue System:  says 'Thank you for inviting me out on a date.'
Dialogue System: Sequencer.Play( Delay(2)@0 )
Dialogue System: Sequencer: Delay(2)
Dialogue System: Dialogue System Trigger is firing OnSaveDataApplied.
Dialogue System: Add Link (Player): ID=1:3 '(Enough talk. Let's make out!)' (True)
Dialogue System: Add Link (Player): ID=1:14 '(Am I luck?)' (True)
Dialogue System: Player says '<<What should I say?>>'
Dialogue System: Sequencer.Play( Continue()@0 )
Dialogue System: Sequencer: Continue()
Dialogue System: Add Link (Player): ID=1:12 'It would be better for sure...' (True)
Dialogue System: Player says '(Enough talk. Let's make out!)'
Dialogue System: Sequencer.Play( Delay(2)@0 )
Dialogue System: Sequencer: Delay(2)
Dialogue System: Add Link (Girl): ID=1:8 'You creep!' (True)
Dialogue System: Player says 'It would be better for sure...'
Dialogue System: Sequencer.Play( Delay(2)@0 )
Dialogue System: Sequencer: Delay(2)
Dialogue System:  says 'Thank you for inviting me out on a date.'
Dialogue System: Sequencer.Play( Delay(2)@0 )
Dialogue System: Sequencer: Delay(2)
Dialogue System: Add Link (Player): ID=1:3 '(Enough talk. Let's make out!)' (True)
Dialogue System: Add Link (Player): ID=1:14 '(Am I luck?)' (True)
Dialogue System: Player says '<<What should I say?>>'
Dialogue System: Add Link (Girl): ID=1:8 'You creep!' (True)
Dialogue System: Player says 'It would be better for sure...'
Dialogue System: Sequencer.Play( Delay(2)@0 )
Dialogue System: Sequencer: Delay(2)
Here are the options that I am using that could make a difference in the behaviour:

Display Settings > Subtitle Settings > Show PC Subtitle During (...): True
Display Settings > Subtitle Settings > Skip PC Subtitle after response (...): True
Display Settings > Input Settings > Always Force Response: False

Please, let me know if you would need any more information to check what is happening or if I should configure that somehow different.

many thanks

Cussa

Re: Visual Novel Inconsistent Behaviour

Posted: Wed Apr 03, 2024 9:32 am
by Tony Li
Hi,

If I understand correctly, you can combine the "Player: (Enough talk..." and "Player: It would be better..." nodes in a single node:
  • Menu Text: "(Enough talk..."
  • Dialogue Text: "It would be better..."
Then tick the Dialogue Manager GameObject's Display Settings > Subtitle Settings > Show PC Subtitles During Line checkbox and UNtick Skip PC Subtitle After Response Menu.

Re: Visual Novel Inconsistent Behaviour

Posted: Wed Apr 03, 2024 10:48 am
by Cussa
Hello,

Yeah, I saw that it would be an option.
But is there any way to keep the current way and have a consistent behaviour?

Many Thanks

Cussa

Re: Visual Novel Inconsistent Behaviour

Posted: Wed Apr 03, 2024 11:09 am
by Tony Li
Not with backtracking unless you were to do some custom scripting to handle it.