@@deltastarstudios2809 sooo i have a problem! I'm only using the free version witch means I only have maximum two layers and I have one layer for the game and one for the background. What should I do? I mean I can't make the HUD then!
@@stormfiretheog9183 you could use layer 0 for all the game art and layer 1 for the HUD. Or you might try the anchor behavior on you hud elements. www.construct.net/en/make-games/manuals/construct-3/behavior-reference/anchor
@@deltastarstudios2809 one small problem I have. It's a bit hard for me to understand! I have a problem when reading I can't understand things. That's why I always go for videos. So is it possible that you could make a short video on how to do it, please?? It's okay if not just a video idea.
Hey. Great tutorial. I've been trying to get this work on project all day long. All I am getting is a green box that reads text. If I send you a link to my Dropbox with the c3p file would you mind taking a look at it and letting me know what I am doing wrong? Please 🙏
great tutorials, thank you! the one concept I dont understand is why do you put the coordinate of the text box where they are on the Object Sheet and not the actual level? thank you again
@@seethan9109 your text bubble is visible from the start? If so, notice we create these objects on a separate layout called Object Database (1:06), and only spawn them when the function is called. They should not exist on any of your levels in the editor. You may consider adding a separate layout to store items like this, otherwise move them offscreen. Edit: if nothing shows up ever, you may need to right click the bottom of your event sheet and "include eventsheet" on the event sheet being used for that layout. Include the dialogue event sheet.
Great video! Everything works as intended. However when I add new functions to the dialogue like you do at the very end, the system breaks a bit. Everything works fine with as many functions as I need at first until I get to the very end of them. It seems like the destroyDialogue isn't getting called for some reason in that scenario. Instead the final dialogue gets repeated over and over. It's called fine with just a single function.
Hi Zach, There should only be one function that is used to create dialogue. Its parameter is used to display different text :) The destroy dialogue should be called at the end of your cutscene after the final wait for signal. It's interesting the final dialogue is repeated. Feel free to email me your project file and I can take a look :)
@deltastarstudios2809 I'm having that same problem! Have no idea what to do because I want the object to be interacteble as much as needed. But it just won't stop repeating the same dioluge at the end for some reason...
While this is a great video and it worked perfectly, what if I want to bring up the dialogue again after the box disappears. You mentioned in the video that you would remove the "set id to -1" to repeat the dialogue. Which I tried that, but the last line of text just repeats until I make the character step away from the dialogue area, and even then, it would repeat a couple of times until it's gone. That's also another thing, when the dialogue box does show up, how do I make the player not able to move when it shows up until it disappears again?
To disable movement, set player sprite movement (platform/8 direction, etc...) to disabled during dialogue box and then re-enable it afterward. (Platform > set enabled) For repeating text, like a sign, after triggering the dialogue, the first action ahould set the trigger to -1, so it can't be retriggered. Then at the end of dialogue event, add a small wait, like 1 second, then set the trigger back to its original setting so it can be used again. So the event would ready 1. Set Id to -1 2. Disable movement 3. Call dialogue 4. Wait for signal 5. Destroy dialogue 6. Re-enable movement 7. Wait 1 second 8. Set trigger id back to whatever it was.
@@deltastarstudios2809 Thank you! Also, I've been looking everywhere for how to do dialogue portraits for different characters and have their names above the dialogue box but there's nothing I could find about it or at least I'm aware of. Could it be possible to make a video tutorial about that?
@@JeffKyler14 try adjusting the size and location of the text box, and spawn a portrait sprite after calling the createDialogue function. That's how we'd do it :)
@@deltastarstudios2809 I tried that, but it didn't work. But luckily, I found a different way to go about it. I had a layer dedicated to the HUD or Portraits, then place the Portrait sprites in that layer and where I want them to appear. Set the sprite to invisible. Then when the dialogue box is being called, I set it to visible. Then I can change the character, or "animations" accordingly. Thank you again!
It's based on where on your HUD layer you want it to appear. 3:07 is how the coordinates are derived for this example :) if you place your text box on your hud layer where you want it to display, you can copy those coordinates. At 3:58 you can see how it's positioned relative to the viewport (the dashed line rectangle)
@@deltastarstudios2809 One, more question. I have multiple things I want dialogue for and I changed the box ID for them so they can all run separately. but now only one works. and when I take the camera movement off, then they all work fine. is there a way to fix that?
It is possible. You'll need to: 1. Open both projects in the same editor 2. Rename any objects and variables that share a common name in both projects (like if both have a sprite called Sprite1) so there isn't a conflict. 3. Copy and paste layouts first 4. Copy and paste event sheets last It takes some trial and error but that's the main method. Pay attention to any errors you get and address them. Like it may say a certain object (like audio) needs to be added back into the project before the copy/paste will work.
the text and text bg are showing from the start before i trigger the scene trigger but if i reach my trigger it overlaps the dialogue function, how can i fix this?
@@GameDevz-o5f is it possible your scene trigger is on the HUD layer by accident? If so, you'll never be able to reach it, since it would always be off screen. Or maybe the event sheet wasn't included on your layouts event sheet? Make your scene trigger visible so you can confirm you are acutally colliding with it.
I've been looking for a tutorial to add text to my game. Thank you so much for uploading this. I plan on working on this tonight when I get off work.
You're welcome! Glad to help :)
Thank you very much, your tutorial helped me a lot, you speak very well and explain it very well.
Say hi to Brasil 🇧🇷👋
YOU'RE THE BEST, THIS SAVED MY LIFE!!!! THANKSS!!
Great job, thanks, we want more complex dialogs now 🙂
Very nice system!! Great explanations in ALL your videos 👍
Thank you! :)
@@deltastarstudios2809 sooo i have a problem! I'm only using the free version witch means I only have maximum two layers and I have one layer for the game and one for the background. What should I do? I mean I can't make the HUD then!
@@stormfiretheog9183 you could use layer 0 for all the game art and layer 1 for the HUD. Or you might try the anchor behavior on you hud elements.
www.construct.net/en/make-games/manuals/construct-3/behavior-reference/anchor
@@deltastarstudios2809 Oh okay! Thank you so much you're a lifesaver!
@@deltastarstudios2809 one small problem I have. It's a bit hard for me to understand! I have a problem when reading I can't understand things. That's why I always go for videos. So is it possible that you could make a short video on how to do it, please?? It's okay if not just a video idea.
Thank you very much for the tutorial! It was exactly what I needed!
Thank you very much.
You are very welcome! :)
nice tutorial, thank you very much!
Hey. Great tutorial. I've been trying to get this work on project all day long. All I am getting is a green box that reads text. If I send you a link to my Dropbox with the c3p file would you mind taking a look at it and letting me know what I am doing wrong? Please 🙏
great tutorials, thank you! the one concept I dont understand is why do you put the coordinate of the text box where they are on the Object Sheet and not the actual level? thank you again
Thanks 🙏
didnt work i have 0 idea what i did wrong i rewatched the video and still cant find it
what i did notice is that the text bubble isnt visable until he hits space while mine isnt
@@seethan9109 your text bubble is visible from the start? If so, notice we create these objects on a separate layout called Object Database (1:06), and only spawn them when the function is called. They should not exist on any of your levels in the editor.
You may consider adding a separate layout to store items like this, otherwise move them offscreen.
Edit: if nothing shows up ever, you may need to right click the bottom of your event sheet and "include eventsheet" on the event sheet being used for that layout. Include the dialogue event sheet.
Great video! Everything works as intended. However when I add new functions to the dialogue like you do at the very end, the system breaks a bit. Everything works fine with as many functions as I need at first until I get to the very end of them. It seems like the destroyDialogue isn't getting called for some reason in that scenario. Instead the final dialogue gets repeated over and over. It's called fine with just a single function.
Hi Zach,
There should only be one function that is used to create dialogue. Its parameter is used to display different text :)
The destroy dialogue should be called at the end of your cutscene after the final wait for signal.
It's interesting the final dialogue is repeated. Feel free to email me your project file and I can take a look :)
@deltastarstudios2809 I'm having that same problem! Have no idea what to do because I want the object to be interacteble as much as needed. But it just won't stop repeating the same dioluge at the end for some reason...
While this is a great video and it worked perfectly, what if I want to bring up the dialogue again after the box disappears. You mentioned in the video that you would remove the "set id to -1" to repeat the dialogue. Which I tried that, but the last line of text just repeats until I make the character step away from the dialogue area, and even then, it would repeat a couple of times until it's gone.
That's also another thing, when the dialogue box does show up, how do I make the player not able to move when it shows up until it disappears again?
To disable movement, set player sprite movement (platform/8 direction, etc...) to disabled during dialogue box and then re-enable it afterward. (Platform > set enabled)
For repeating text, like a sign, after triggering the dialogue, the first action ahould set the trigger to -1, so it can't be retriggered. Then at the end of dialogue event, add a small wait, like 1 second, then set the trigger back to its original setting so it can be used again.
So the event would ready
1. Set Id to -1
2. Disable movement
3. Call dialogue
4. Wait for signal
5. Destroy dialogue
6. Re-enable movement
7. Wait 1 second
8. Set trigger id back to whatever it was.
@@deltastarstudios2809 Thank you!
Also, I've been looking everywhere for how to do dialogue portraits for different characters and have their names above the dialogue box but there's nothing I could find about it or at least I'm aware of. Could it be possible to make a video tutorial about that?
@@JeffKyler14 try adjusting the size and location of the text box, and spawn a portrait sprite after calling the createDialogue function. That's how we'd do it :)
@@deltastarstudios2809 I tried that, but it didn't work. But luckily, I found a different way to go about it.
I had a layer dedicated to the HUD or Portraits, then place the Portrait sprites in that layer and where I want them to appear. Set the sprite to invisible. Then when the dialogue box is being called, I set it to visible. Then I can change the character, or "animations" accordingly.
Thank you again!
@@JeffKyler14 elegant solution!
How do you know the location to put the dialogue box?
It's based on where on your HUD layer you want it to appear. 3:07 is how the coordinates are derived for this example :) if you place your text box on your hud layer where you want it to display, you can copy those coordinates. At 3:58 you can see how it's positioned relative to the viewport (the dashed line rectangle)
how come the dialogue system doesn't work with the camera? i can't figure out how to fix it.
Ensure you are creating these elements on A HUD layer, and the parallax is set to 0x0 :)
See 3:12
@@deltastarstudios2809 would it be the same if it was for an RPG as well? Or do I need to do some different coding?
@@dragonhany1 same technique regardless if it's top-down, platformer or 3d :)
@@deltastarstudios2809 ok, that's good to know. Thank you ^\\\\^
@@deltastarstudios2809 One, more question. I have multiple things I want dialogue for and I changed the box ID for them so they can all run separately. but now only one works. and when I take the camera movement off, then they all work fine. is there a way to fix that?
I know this video was a while ago, but i copied this exactly for my own project but no text box or dialogue showed up when i pushed my chosen key
Hi Strike,
Could be caused by many things. Most common is forgetting to include the event sheet on your main event sheet.
how to remove if the conversation is finished. fyi, there is something i skipped when the player touches the door
Please I want to ask you a question, can I merge two projects into one project on constuct 3 ?
It is possible.
You'll need to:
1. Open both projects in the same editor
2. Rename any objects and variables that share a common name in both projects (like if both have a sprite called Sprite1) so there isn't a conflict.
3. Copy and paste layouts first
4. Copy and paste event sheets last
It takes some trial and error but that's the main method.
Pay attention to any errors you get and address them. Like it may say a certain object (like audio) needs to be added back into the project before the copy/paste will work.
@@deltastarstudios2809 thank you very much
@@ayatwaly welcome!
You also may need to rename variables :)
@@deltastarstudios2809 okay thank you very much🌹
Where can I download this project file?
the text and text bg are showing from the start before i trigger the scene trigger but if i reach my trigger it overlaps the dialogue function, how can i fix this?
Are the text obj and bg on your layout in the editor (not during runtime)? If so, move them off screen or to another unused layout.
@@deltastarstudios2809 it works, thank youuuu
sir, i run in in some problem, if you have a scroll to behavior on your character it wont trigger the scene trigger, please help me
@@GameDevz-o5f is it possible your scene trigger is on the HUD layer by accident? If so, you'll never be able to reach it, since it would always be off screen. Or maybe the event sheet wasn't included on your layouts event sheet? Make your scene trigger visible so you can confirm you are acutally colliding with it.
@@deltastarstudios2809 ididnt notice that the trigger is on the hud layer by accident, i just fixed it, thank youuuu