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#1

Creating dialogs

Archive: 9 posts


Hi, I would like to create a dialog between two characters, with several magick mouths. What I don't know is how to ensure that the order in which the text shown is the correct. How can I manage the order when several magick mouths are activeted at same time?

Another related question: I would like something to hapen as soon as the conversation ends. This is, when you close the last dialog, a switch is triggered. The problem is that a delayed switch, which is the obvious answer, may not work propertly if diferent players read at diferent speed.

Any idea?
2010-04-01 14:07:00

Author:
onturenio
Posts: 138


How can I manage the order when several magick mouths are activeted at same time?

Simplest way is to wire them up to the sensor, or whatever you're using to trigger to dialogue, in the order in which you want them to appear.

The other common option is to use a sequencer, which is a device which moves a mag key through the activation range of several mag switches in turn, and each switch is wired to one of the magic mouths.




This is, when you close the last dialog, a switch is triggered.

This is more complicated, as there's no way to hook into the event which occurs when the player closes the magic mouth box.

The best solution I've seen so far is to have each mouth in the entire sequence triggered in turn when a grab switch is grabbed, and upon the last grab, the 'event' which happens can be hooked into another switch in the sequencer.

There's a level somewhere with an example of this called something like "speech tool" or "dialogue tool", but I can't find it right now. I'll update this later when I do.
2010-04-01 14:48:00

Author:
Aya042
Posts: 2870


Thank you, and sorry for the delay. I have finally opted by the sequencer, which is not a bad option. Regarding the action to be performed once the dialogue finish, I have used a delayed switch, which is not a great solution, but...2010-04-14 11:43:00

Author:
onturenio
Posts: 138


Maraz_Matari has a level which gives away several versions of his "talking tool," which is what I believe Aya is talking about 2010-04-14 19:43:00

Author:
Burnvictim42
Posts: 3322


Maraz_Matari has a level which gives away several versions of his "talking tool," which is what I believe Aya is talking about

It wasn't actually, and it's possibly not a great example, since it can (I believe) be simplified by just connecting the sensor switch to each of the mouths in the order you want them to appear in. The mag switches aren't really necessary.

The one I was talking about was based on a grab switch system, but I haven't been able to locate it.
2010-04-14 20:27:00

Author:
Aya042
Posts: 2870


The one I was talking about was based on a grab switch system, but I haven't been able to locate it.
That is probably my Talking machine (https://lbpcentral.lbp-hub.com/index.php?t=22197-Talking-machines)
2010-04-15 06:46:00

Author:
waD_Delma
Posts: 282


It wasn't actually, and it's possibly not a great example, since it can (I believe) be simplified by just connecting the sensor switch to each of the mouths in the order you want them to appear in. The mag switches aren't really necessary.

Yep, that tool is terrible. I've never understood why anyone would want to use that thing or why it's so famous - anyone can make a thermo-drain

I know it's a little late, but generally, if you want an event to happen after the conversation, then I'd go for the option of a timing the entire conversation. Simply use a long(ish) flipper piston with a mag key on it and mag switches along it's length that trigger mouths at a given time and then trigger the event at the end. If using this system, tweak the mag switch radii so that they close the speech bubbles for you, rather than making it manual, otherwise I find it annoying

@waD_Delma I can't actually tell what the overall benefits of the system you have? Is it replacing the "press O to close" with "press R1 to close"?
2010-04-15 10:23:00

Author:
rtm223
Posts: 6497


@waD_Delma I can't actually tell what the overall benefits of the system you have? Is it replacing the "press O to close" with "press R1 to close"?

It is more like "press R1 to continue" but yes that is the idea.
2010-04-15 10:49:00

Author:
waD_Delma
Posts: 282


That is probably my Talking machine (https://lbpcentral.lbp-hub.com/index.php?t=22197-Talking-machines)

That looks like the one. I knew there was a thread on it somewhere, but I just couldn't find a set of search terms which would let me locate it, either on the forums or in-game.



@waD_Delma I can't actually tell what the overall benefits of the system you have? Is it replacing the "press O to close" with "press R1 to close"?

The advantage of this is that, by using the convention of R1 to move on to the next speech bubble vs. a timed system, you not only don't have to worry about the reading speed of the user, but it also gives you a trappable event you can use to trigger another action when the speech is finished. Plus the R1 button still operates even when you're in a cutscene camera mode.

The disadvantage is that it's an unusual convention, so you'd probably have to explain to the user that they need to grab the switch several times in order to get all the speech bubbles, but it's not as if that's all that difficult to do.
2010-04-15 13:51:00

Author:
Aya042
Posts: 2870


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