[Question] ACS VN Styled Dialogue Interface? Etc?

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RV-007
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[Question] ACS VN Styled Dialogue Interface? Etc?

Post by RV-007 »

I read http://forum.zdoom.org/viewtopic.php?f=37&t=23498 and http://forum.zdoom.org/viewtopic.php?f=19&t=47550. Alright, just b/c I am not able to comprehend into the whole, I thought I try a scratch of my own. Forgot's Ral22's stuff: http://forum.zdoom.org/viewtopic.php?f=37&t=38215 and http://forum.zdoom.org/viewtopic.php?f=19&t=38195

I'll just keep it simple.
I want to make a dialogue interface (I'm sure I know how to A_Stop the triggering player). Of course, there's the location of the text/date, interface navigation, design, and etc. I'll just take this one step at a time.

I would should how far I got, but it's basically a radius check and an incomplete message (I will control HoldTimer soon). Some people might be irked by the recreation spreading like a plague, but I could care less. It's there and I just got an idea to try a dialogue interface project since an atm interface project would be much more difficult (database?).
Last edited by RV-007 on Fri Apr 17, 2015 6:47 pm, edited 2 times in total.
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TheBadHustlex
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Re: ACS VN Styled Dialogue Interface? Etc?

Post by TheBadHustlex »

This is the reason why I use ZSDF. Yeah, not nearly as customizable, but it saves me tons of nerves and works for delivering information to the player and/or making trades with him.
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Re: ACS VN Styled Dialogue Interface? Etc?

Post by Graf Zahl »

I find it utterly baffling that some people still insist on making their own inferior ACS-based solutions for a dialogue system.
There's just no way they can ever work as well as something engine provided like Strife's.
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Re: ACS VN Styled Dialogue Interface? Etc?

Post by Kyle873 »

Graf Zahl wrote:I find it utterly baffling that some people still insist on making their own inferior ACS-based solutions for a dialogue system.
There's just no way they can ever work as well as something engine provided like Strife's.
Probably because people want customization for things such as positioning, images, animation, choice feedback/callbacks, etc. Almost all of which Strife's built-in stuff is sorely lacking.

And then there's people like RV-007 who should stay far, far away from ACS.
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Re: ACS VN Styled Dialogue Interface? Etc?

Post by oODemonologistOo »

Graf Zahl wrote:I find it utterly baffling that some people still insist on making their own inferior ACS-based solutions for a dialogue system.
There's just no way they can ever work as well as something engine provided like Strife's.
The dialogue gets really messy when you want different things to happen on the availability of X items out of Y items, a different dialogue for each case.

Also perhaps unrelated but, Strife's HUD should have an SBARINFO equivalent by now, don't you think?
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Re: ACS VN Styled Dialogue Interface? Etc?

Post by RV-007 »

The strife interface is still by far, the best dialogue interface design to serve text. I'd still use it in most cases. It's just that when the use of image over mind/matter/context becomes somewhat of a media norm, I myself find it more difficult to believe that maybe images are becoming more dominant over the screen than ever before! It's the images fighting against texts (particularly true for images that shows "emotive responses" [ohohoh, lol]), that's my gist of possible media development.

As for the SBARINFO, it seems to be the right ticket to start a text block thing. I would still use strife's keyboard button navigation due to its ease of use. Yeah, I should really study the two projects more closely in case it can speed up development/learning/etc.
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Re: ACS VN Styled Dialogue Interface? Etc?

Post by wildweasel »

If you want to make a visual novel, there is much better than Doom to write it in.
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Re: ACS VN Styled Dialogue Interface? Etc?

Post by SamVision »

Maybe what RV-007 needs is Doom's 3D environmental navigation.
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Re: ACS VN Styled Dialogue Interface? Etc?

Post by RV-007 »

Hold on guys, I think I am moving onwards with my project (got the image to work on HudMessages [there seems to be a limitation {320x200}]). Thanks to Ral22, it couldn't been any cliche, but simpler. Guess I'll start jotting down notes here after some error test runs.
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