Can Someone Find the Problem with my Dialogue System?

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  • Hello,

    I'm creating an RPG and have been trying to work on a dialogue system for it. The system is simple: you see text, you click, more text shows up - and yet for some reason I can't figure out how to get it to work.

    I've attached a single frame with two dialogue lines in it - can someone find the problem with it?

    (Oh, and the story and nature of this game is something I'd like to keep a secret for now - I've blurred all of the dialogue, removed the background, and cut out all frames but one for the sake of the example.)
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  • The way I do it (on the phone so can't check your file now) is that i make all dialog in a simple text file and import it to a list object (easy for people to do translations that way) If you don't want people to be able to read that file you could. A. Keep the text file on a server and make fusion download it every session but that forces everyone to be online always. I use a string object to display the text from the actual list object if I remember correctly now (must check later)

    B. Encrypt the textfile so it's not editable or C. Store it in a passwordprotected zip. Anyway, whenever that text is visible...upon pressing a button, it goes to the next line and everytime there's an empty line, it closes the dialogwindow.

    There's a number of ways you could handle dialogs but that's how I like it. I even have it so that a special character in that text file gets replaced with global string A (what I use to store the player's name) if players don't get to choose their name you don't need to worry about that though :)

  • A good way to bugtest is to insert an "end the application" action into an event that you think might not be firing. That will tell you for sure whether the event ever gets fired (as long as the game doesn't quit, it means it hasn't been fired). Here, you can see that event #10 never gets fired (because the game keeps running). I've also moved the two relevant counters into the frame, so that I can see what they are (and I've coloured one light green, because looking at the events was confusing otherwise).

    As you can see, once Betty speaks, both counters become 1. That explains why #10 never gets fired (because "timer" is 1, not 0). Looking at the sequence of events, we can work out why #10 doesn't fire. Because as soon as 0 =1 , event #9 changes 0 to 1. So by the time event #10 comes around, it's never possible for 0 to be 1 while 0 is 0.


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  • Hi! Thanks for helping, but...

    I use 'timer' to make sure dialogue doesn't skip. Don't I have an event that turns 'timer' back to zero for every 0.01 seconds that it is equal to one? Why isn't that working?

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