Hi guys,
I am thinking of getting this dialogue system for my narrative game. However, my programming experience is very limited.
The story of my game is pretty straight forward, but my biggest concern is how would I go about creating dialogues, that don't necessarily repeat after clicking on a NPC a second time?
Basically, when the player goes back to that NPC, the dialogue is different.
Also, I'd like for the dialogues to be accompanied by voice-overs, can I include voice-overs on texts with this dialogue system?
Also, one last thing, I don't want the next text in line to appear with button click, but rather with 'ENTER' key on keyboard. Is this possible?
Those are my main concerns before getting this asset. If anybody could explain to me how to do this stuff, that'd be great. Thanks.
New to Pixel Crushers Dialogue System
Re: New to Pixel Crushers Dialogue System
You can use conditions for that > https://www.pixelcrushers.com/dialogue_ ... logic.html
Yes. You can use Lipsync > https://www.pixelcrushers.com/dialogue_ ... ml#lipsync
Yes. In the dialogue manager, you can assign it to Enter in the Input settings
Re: New to Pixel Crushers Dialogue System
Hi,
Thanks for your message. I bought Pixel Crusher Dialogue System, in the meantime.
However, I'm experiencing some difficulties.
I followed the starter guide to learn about the basics of this asset. So I have a 'dialogue System Trigger' on my NPC. It's set to start on Trigger Enter. The NPC has a box collider with a trigger. The dialogue appears fine, however, when the dialogue starts, the camera view changes, rather than staying in position, where the player is looking when launching the conversation. It goes back to the start position of the game for some reason. I can't figure out why?
Another problem I'm having is that the conversation does not leave on mouse click, nor on keyboard key.
So I went into the Input settings, in the dialogue manager, like you said, to set it to the 'Enter' Key. I see that it's set to Joystick. But even if I change to 'Keyboard', I'm not exactly sure where to set the 'Enter' key.
Another question I have is, where do I change the design/font/colors of the text boxes? I have not been able to find it.
Thanks so much, I'm still a newbie and kinda lost
Thanks for your message. I bought Pixel Crusher Dialogue System, in the meantime.
However, I'm experiencing some difficulties.
I followed the starter guide to learn about the basics of this asset. So I have a 'dialogue System Trigger' on my NPC. It's set to start on Trigger Enter. The NPC has a box collider with a trigger. The dialogue appears fine, however, when the dialogue starts, the camera view changes, rather than staying in position, where the player is looking when launching the conversation. It goes back to the start position of the game for some reason. I can't figure out why?
Another problem I'm having is that the conversation does not leave on mouse click, nor on keyboard key.
So I went into the Input settings, in the dialogue manager, like you said, to set it to the 'Enter' Key. I see that it's set to Joystick. But even if I change to 'Keyboard', I'm not exactly sure where to set the 'Enter' key.
Another question I have is, where do I change the design/font/colors of the text boxes? I have not been able to find it.
Thanks so much, I'm still a newbie and kinda lost
DragoonHP wrote: ↑Tue Feb 12, 2019 7:34 amYou can use conditions for that > https://www.pixelcrushers.com/dialogue_ ... logic.html
Yes. You can use Lipsync > https://www.pixelcrushers.com/dialogue_ ... ml#lipsync
Yes. In the dialogue manager, you can assign it to Enter in the Input settings
Re: New to Pixel Crushers Dialogue System
Hi,
The short answer is yes, you can do all of that without any scripting.
DragoonHP provided some good info. (Thanks, DragoonHP!) I'll supplement it a bit in case you have questions as you get into setting it up.
1. Put your voiceover audio files in a Resources folder. (You can also put them in an asset bundle, but Resources is much simpler.) For each node in the conversation, drag the corresponding audio file into the node's Sequence field.
2. If you have a lot files, you can simplify the process by using entrytags. (See part 4 of these tutorials.)
3. DragoonHP linked to the overview for true lipsync -- that is, animating characters' mouths to match the audio that's playing. The two most popular options are SALSA and LipSync Pro. There's some question about the future of LipSync Pro, though.
Please feel free to try the evaluation version before buying.
The short answer is yes, you can do all of that without any scripting.
DragoonHP provided some good info. (Thanks, DragoonHP!) I'll supplement it a bit in case you have questions as you get into setting it up.
Nothing to add here. DragoonHP provided the best answer.
A few options:
1. Put your voiceover audio files in a Resources folder. (You can also put them in an asset bundle, but Resources is much simpler.) For each node in the conversation, drag the corresponding audio file into the node's Sequence field.
2. If you have a lot files, you can simplify the process by using entrytags. (See part 4 of these tutorials.)
3. DragoonHP linked to the overview for true lipsync -- that is, animating characters' mouths to match the audio that's playing. The two most popular options are SALSA and LipSync Pro. There's some question about the future of LipSync Pro, though.
Yes. Set the Dialogue Manager's Subtitle Settings > Continue Button to Always. You can make the continue button invisible if you want. Set its Image's alpha color to zero.) Since 'ENTER' is one of the default keys to "click" the currently-focused UI button, tick the Dialogue Manager's Input Device Manager > Always Auto Focus to make sure the continue button gets focus.
Please feel free to try the evaluation version before buying.
Re: New to Pixel Crushers Dialogue System
Hi,
Thanks so much! What a great support for this asset. Really cool
I got the text running on 'Enter' now, and I got to change the design of the text boxes a little.
The one thing I really still can't figure out is this thing I mentioned before:
I followed the starter guide to learn about the basics of this asset. So I have a 'dialogue System Trigger' on my NPC. It's set to start on Trigger Enter. The NPC has a box collider with a trigger. The dialogue appears fine, however, when the dialogue starts, the camera view changes, rather than staying in position, where the player is looking when launching the conversation. It goes back to the start position of the game for some reason. I can't figure out why?
I don't understand what is causing this. Any ideas?
Thanks so much! What a great support for this asset. Really cool
I got the text running on 'Enter' now, and I got to change the design of the text boxes a little.
The one thing I really still can't figure out is this thing I mentioned before:
I followed the starter guide to learn about the basics of this asset. So I have a 'dialogue System Trigger' on my NPC. It's set to start on Trigger Enter. The NPC has a box collider with a trigger. The dialogue appears fine, however, when the dialogue starts, the camera view changes, rather than staying in position, where the player is looking when launching the conversation. It goes back to the start position of the game for some reason. I can't figure out why?
I don't understand what is causing this. Any ideas?
Re: New to Pixel Crushers Dialogue System
Hi,
Make sure your scene's camera is tagged 'MainCamera'. Otherwise the Dialogue System will create a temporary main camera in case your nodes need to manage camera cuts.
As a further test, remove any Camera() or Zoom2D() commands from the Dialogue Manager's Default Sequence and from the conversation nodes' Sequence fields.
Make sure your scene's camera is tagged 'MainCamera'. Otherwise the Dialogue System will create a temporary main camera in case your nodes need to manage camera cuts.
As a further test, remove any Camera() or Zoom2D() commands from the Dialogue Manager's Default Sequence and from the conversation nodes' Sequence fields.
Re: New to Pixel Crushers Dialogue System
Oh yes, that was the issue.
many thanks
many thanks
Re: New to Pixel Crushers Dialogue System
Happy to help!