Creating dialogues impossible - Text gets stuck on the left edge of the screen :(

  • #1, by goudasunsetTuesday, 29. October, 13:48 A week ago
    Hello,
    I have a huge problem and I can't find a solution. 

    I am teaching myself how to use the program, but I have the problem that the dialogues cannot be placed! No matter where I place the dialogue area, the text always gets stuck on the left edge. 

    This means that the project cannot be continued and the entire software can no longer be used! I mean the dialogues can of course not remain in this position! They can't stick to the left margin outside the interface intended for them!

    Now I have already read here in the forum that this is perhaps a ‘bug’ that has come in with an ‘update’... Yes, but that can't be true, I mean it's been like that for two months? That makes the entire software completely worthless! I mean, what is the user and buyer supposed to do with it now? Create an adventure without dialogues? 

    Surely there must be a solution? I have tried all the tutorials, whether from the manufacturer or from the Internet, and no matter how exactly I follow the instructions, it is not possible to place the dialogue text using the ‘Dialogue Area’ function, the text is stuck on the left edge of the screen. 

    Do any of you have any ideas what else I could do or try? I'm getting really desperate roll
    (For your information, there is no moving character in my game, the player looks into the scene from the first-person perspective)

    Newbie

    10 Posts


  • #2, by goudasunsetTuesday, 29. October, 14:05 A week ago
    So if the dialogue function in Visionaire is just plain broken in the long run, are there other ways to implement dialogues that I just don't see at the moment?

    Newbie

    10 Posts

  • #3, by NigecWednesday, 30. October, 10:29 6 days ago
    The text is up there because that is were your invisible character will be.
    One way is to create a small way system were you want the text to show and start your character inside it.
    Another way is to us narrator text and place the text wherever you need it
    A harder but better way is to use the object text component with a translate component
    the object text will always be in the right place, you need the text to go away with a timer, I have a toggle condition on left click, called with a wait to condition changed, which hides the text

    Key Killer

    640 Posts

  • #4, by goudasunsetWednesday, 30. October, 13:19 6 days ago
    The text is up there because that is were your invisible character will be.
    One way is to create a small way system were you want the text to show and start your character inside it.
    Another way is to us narrator text and place the text wherever you need it
    A harder but better way is to use the object text component with a translate component
    the object text will always be in the right place, you need the text to go away with a timer, I have a toggle condition on left click, called with a wait to condition changed, which hides the text
    So I have now downloaded the older version as you advised, unfortunately it is a much older version with 5.0. I really hope that I'll be able to finish the game properly in the end, but it worked as a test. The main thing is that you can at least position the dialogue options in the old version. Thank you very much for the advice smile

    I don't have any moving characters, everything takes place in the first-person perspective, i.e. point-of-view. The dialogues should run entirely in an interface on the right-hand side of the screen, similar to Disco Elysium.

    I don't specify a response and instead trigger a display text as soon as a dialogue option is triggered, and position the display text in the interface. Unfortunately, it is very impractical to position the display text. This is because the text is not only awkward and imprecise to position, it also does not have a definable frame. This means that I always have to edit the text by hand to make the line breaks, otherwise it writes over the edge of the interface. And then I have to do the whole thing again for the English version (game is German/English, Dub but I only do it in German).

    Do you know a way to define a text field for a display narration text so that Visionaire automatically makes the line breaks itself? So can you roughly imagine what I mean? Otherwise I'll upload a picture.

    Many, many thanks for your help.

    Newbie

    10 Posts

  • #5, by NigecWednesday, 30. October, 14:13 6 days ago
    in the font settings you can set word wrap and define the width, in a recent game jam I just did my own simple dialog system, with the object text I mentioned before,  dialog text is in an interface and the options are just object text in the scene,, my font is word wrapped with a width of 800

    Key Killer

    640 Posts

  • #6, by esmeraldaThursday, 31. October, 11:38 5 days ago
    It's hard to say what is going wrong here with the dialog area without knowing what exactly you are doing.
    The dialog area is not broken, it's just the options for the alignment of the text, that is not working properly. If you keep the alignment to left (game properties / behaviour) all is working fine.

    So it's the text for the dialog options that is stuck on the left side for you? Not the actual text spoken by the characters?

    The dialog area needs to be defined in the tab of your main character.

    1. add an image for your dialog area

    2. place the image with the moving tool, you can additionally highlight your game resolution
    (If you don't have a background image for your dialog area, skip steps 1 + 2 )

    3. draw the text box for your dialog area
    This box needs to be where the area should be - if you aren't using a background image, highlight the game resolution to be sure you are drawing in the correct spot.

    Key Killer

    531 Posts

  • #7, by goudasunsetTuesday, 05. November, 12:35 An hour ago
    It's hard to say what is going wrong here with the dialog area without knowing what exactly you are doing.
    The dialog area is not broken, it's just the options for the alignment of the text, that is not working properly. If you keep the alignment to left (game properties / behaviour) all is working fine.

    So it's the text for the dialog options that is stuck on the left side for you? Not the actual text spoken by the characters?

    The dialog area needs to be defined in the tab of your main character.

    1. add an image for your dialog area

    2. place the image with the moving tool, you can additionally highlight your game resolution
    (If you don't have a background image for your dialog area, skip steps 1 + 2 )

    3. draw the text box for your dialog area
    This box needs to be where the area should be - if you aren't using a background image, highlight the game resolution to be sure you are drawing in the correct spot.

    Well, I've tried exactly what you're describing countless times. I've also watched various tutorials on this and, to be honest, there's not much you can do wrong. 

    Here is an example image. On picture 2 we can see that I have positioned the text selection on the left edge, not exactly on the left edge, but with some distance. As a result, however, we can see in image 1 that this positioning is only taken into account in the height, i.e. on the Y-axis, whereas the X-axis is ignored in the width! It is therefore not possible for me to position the dialogues, because there is of course no question of them sticking to the left edge.  

    Of course I would also like to position the answers themselves, as there are no moving characters in my Point of View and I define people as objects. However, I have not yet found a way to position answers, which is why I replace them with display texts, which is of course very inconvenient as I can hardly use the dialogue system this way.

    BUT it would be enough for me if I could position the dialogue selection and move it on the x-axis, but unfortunately I can't do that.

    Newbie

    10 Posts

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