Is it possible to create dialogues with the same style as old graphic adventures by Lucas Arts (Monkey Island, The Dig, Loom, Indiana Jones, etc) using Dialogue System ???
Also, creating it in such way the letters appear one by one, and making this "retro dialogue" sound (NES style)
The Secret of Monkey Island Style Dialogues
Re: The Secret of Monkey Island Style Dialogues
Sure! That's no problem. You can make the dialogue UI look any way you want. And the typewriter effect can play sounds with each character.
Re: The Secret of Monkey Island Style Dialogues
Thanks for your reply, Toni!
For a moment I thought I wouldn't be able to get the dialogues the way I want.
Although I'm a little overwhelmed about the amount of options and information. I read that a way to customize the UI the way one wants it's to look for the template that looks more similar and start editing from there.
Which one would you recommend me to start with?
For a moment I thought I wouldn't be able to get the dialogues the way I want.
Although I'm a little overwhelmed about the amount of options and information. I read that a way to customize the UI the way one wants it's to look for the template that looks more similar and start editing from there.
Which one would you recommend me to start with?
Re: The Secret of Monkey Island Style Dialogues
Hi,
Try the Basic template in Plugins / Pixel Crushers / Prefabs / Standard UI Prefabs / Basic. It's usually a good place to start. If you get stuck, let me know.
Try the Basic template in Plugins / Pixel Crushers / Prefabs / Standard UI Prefabs / Basic. It's usually a good place to start. If you get stuck, let me know.
Re: The Secret of Monkey Island Style Dialogues
Thanks! I'll start with the basic template. I made myself a checklist of the tutorials and I'm learning about barks right now.
At the moment the only problem I've had is I tried copying the Quickstart scene and it worked fine using a Cube with a Usable script and a player with a Selector. But when I tried using a 2D object with a character sprite the selector couldn't detect it, even though I was doing the exact same thing as I did with the cube.
I'll try to figure that out. If I can't solve it, then I'll have to come back with that question.
Cheers! And thanks so much.
At the moment the only problem I've had is I tried copying the Quickstart scene and it worked fine using a Cube with a Usable script and a player with a Selector. But when I tried using a 2D object with a character sprite the selector couldn't detect it, even though I was doing the exact same thing as I did with the cube.
I'll try to figure that out. If I can't solve it, then I'll have to come back with that question.
Cheers! And thanks so much.
Re: The Secret of Monkey Island Style Dialogues
Hi,
Select menu item Tools > Pixel Crushers > Dialogue System > Welcome Window, and tick the option to enable support for 2D physics.
Now that it's possible for users to turn off options in Unity (such as 2D physics), the Dialogue System can't assume that they're turned on.
Select menu item Tools > Pixel Crushers > Dialogue System > Welcome Window, and tick the option to enable support for 2D physics.
Now that it's possible for users to turn off options in Unity (such as 2D physics), the Dialogue System can't assume that they're turned on.
Re: The Secret of Monkey Island Style Dialogues
Hey Toni. I'm back.
The 2D sprite issue was easily solved the way you said it.
Now I have a question that worries me. I (kind of) learnt how to use barks, but I'm worried about the possibility of being able to use barks as regular responses to dialogues/Conversations.
for example.
NPC: Hello
Player: 1- Good 2- Bad
If "Good" => NPC: Me too
If "Bad" => NPC: Oh bummer.
Another question: Can I change the value of a variable depending on the response of the player? For example
If "Good" then attack = 5
if "Bad" then attack = 2.
I have a few more questions but I'll save them for after doing the tutorials.
Cheers! And thanks!
The 2D sprite issue was easily solved the way you said it.
Now I have a question that worries me. I (kind of) learnt how to use barks, but I'm worried about the possibility of being able to use barks as regular responses to dialogues/Conversations.
for example.
NPC: Hello
Player: 1- Good 2- Bad
If "Good" => NPC: Me too
If "Bad" => NPC: Oh bummer.
Another question: Can I change the value of a variable depending on the response of the player? For example
If "Good" then attack = 5
if "Bad" then attack = 2.
I have a few more questions but I'll save them for after doing the tutorials.
Cheers! And thanks!
Re: The Secret of Monkey Island Style Dialogues
Hi,
Then inspect the conversation's "Good" response. Click the "..." next to the Script field. Click "+" to add a new line, and from the dropdowns select Variable > Set > attack > 5. Then click Apply.
Then do the same for the "Bad" response, except set attack to 2.
The Conversation Conditions tutorial will step you through the process.
Barks are only intended to be single one-off lines. Use a conversation for this. If you want the conversation text to appear above the characters' heads, you can set up subtitle panels that way. The Dialogue System Extras page has a Bubble Subtitle Example (direct download, TextMesh Pro version).
Absolutely. In the Dialogue Editor's Variables section, add a variable named "attack". (Click the "+" in the bottom right of the variables list, and select Number.)
Then inspect the conversation's "Good" response. Click the "..." next to the Script field. Click "+" to add a new line, and from the dropdowns select Variable > Set > attack > 5. Then click Apply.
Then do the same for the "Bad" response, except set attack to 2.
The Conversation Conditions tutorial will step you through the process.
Re: The Secret of Monkey Island Style Dialogues
Thank you so much, Toni. Got unstuck with this issue!!! I'll keep progressing.