ALERT: PLAYER CHOICE AHEAD!
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@Liberty But what if you're the type of person that double taps Space Bar every time a window pops up because they want all the text to instantly appear? That would make choice boxes disappear.
author=Liberty
You know you can hold shift to get through that tedium, right? It's like an instant show button (or near to). The only time I don't advise it is when idiot makers use a certain script which makes that the super-fast-forward mode for windows and skips everything. I hate that script. So. So. Much. Or, to be more precise, I hate people who use that script and don't change the default button - because you'll be dashing and suddenly trigger a scene that is just as suddenly over because oh hey fucking idiot forgot to change the button and I just missed out on finding out where to fucking go in your fucking game...
Sorry, but I hate people who do that. And I hate missing dialogue. :<
Real crime spotted: Having to hold shift to dash
Well yeah I guess holding down shift works, but from a devs point if view I'd rather not make my player hold down shift throughout entire conversations. I guess increasing the rate of text appearing to near instant might work. Or having that whole Yanfly Options thing. But for me sometimes option boxes are so inconspicuous that you don't even know one has appeared. The "start on no selection" seems to be the best, though I'd hope its not just a line of dashes signifying an invalid choice like in the screenshot. But rather an invisible line of dialog that is selected at first by default but can't be returned to once you move your cursor.
Also @Liberty I have included the SHIFT-to-skip dialogue until now because I didn't see it as a problem but now that you seem to have a problem with it I'll correct my error. If you have a problem with it I bet many others will too. Its more useful for when I'm debugging my own stuff and can skip through my own dialogue at ease.
Also @Liberty I have included the SHIFT-to-skip dialogue until now because I didn't see it as a problem but now that you seem to have a problem with it I'll correct my error. If you have a problem with it I bet many others will too. Its more useful for when I'm debugging my own stuff and can skip through my own dialogue at ease.
They're both as bad as each other, but one is default to the engine and the other some wanker adds instead.
@Cash - the script does allow for you to use a different button, which would be better than shift (since it's already used in-engine). It's pretty easy to change. Skip Dialogue ain't a bad thing but it's best assigned to a key that isn't used for something in the engine.
(Imagine if someone assigned it to the F12 key, for example. XD )
@Cash - the script does allow for you to use a different button, which would be better than shift (since it's already used in-engine). It's pretty easy to change. Skip Dialogue ain't a bad thing but it's best assigned to a key that isn't used for something in the engine.
(Imagine if someone assigned it to the F12 key, for example. XD )
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Liberty
You know you can hold shift to get through that tedium, right? It's like an instant show button (or near to).
We're talking about MAKING games, not playing them! Why would you put the tedium in your game in the first place!?
You still need to playtest. It helps a lot when dealing with repeat plays which you should be doing over and over again as a creator.
That said, there shouldn't be tedium in the game to begin with. Dialogue should be engaging enough that you can read through it at least two times more (not back to back, of course) without being bored. That is, it should hold up for at least three plays of the game. If there's tedium there, you should look in to fixing the writing issue first.
Then again, assholes who slow down their text for no reason need a punt up the backside. (I admit that I will use the occassional \! to emphasise a sentence or \. now and again, but every goddamn message box? No.)
That said, there shouldn't be tedium in the game to begin with. Dialogue should be engaging enough that you can read through it at least two times more (not back to back, of course) without being bored. That is, it should hold up for at least three plays of the game. If there's tedium there, you should look in to fixing the writing issue first.
Then again, assholes who slow down their text for no reason need a punt up the backside. (I admit that I will use the occassional \! to emphasise a sentence or \. now and again, but every goddamn message box? No.)
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Speaking up in defense of this... sometimes I'm dashing through the dialog because I've already read it; sometimes a jillion times because some asshole decided to put a long-ass cut scene RIGHT AFTER a save point and I can already recite it because I suck at games so I keep having to reload and SHUT UP ALREADY JUST LET ME TRY THE GODDAMN THING AGAIN, sometimes it's just because I'm a completionist and I just want to see what the other choice(s) did.
I'm not poo-pooing your writing skill or anything (this time) I just already read it. :(
I'm not poo-pooing your writing skill or anything (this time) I just already read it. :(
















