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- Dec 26, 2019
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Okay, so I've got a scene where the player is walking a fairly lengthy (19 steps) distance while dialogue bubbles open up for a conversation in the party. Once the player reaches their destination and the dialogue completes then the player performs a new action (hopping over a fence) and the scene moves on.
Simple enough, set the initial movement command to "do not wait", insert the text displays and then at the end a new movement command for the fence-hop.
With fairly average (I assume) clicking through the dialogue, this goes perfectly fine. The player reaches their destination just a bit before the dialogue ends and then jumps the fence.
But the problem arises if a player is clicking through the dialogue quicker than intended. Maybe they're a fast reader, maybe they don't care about this scene. Whatever the reason. This leads to the player stopping early (once they reach the end of their dialogue) and jumping over a point several (in testing, up to 5 steps) too quickly.
Now, I could attach an arbitrary amount of wait time at the end of the dialogue in order to ensure that those who're rushing through won't break sequence, but then that means if you are moving through the dialogue at a normal pace then there's a weird pause while nothing happens and the sequence catches up.
I considered setting the fence jump as a player-touch event triggered by the player arriving at their destination, but this has the opposite problem: if a player is slow flipping through the dialogue then they'll reach the event early and the sequence is broken in the opposite direction.
Any thoughts on how to resolve this?
Simple enough, set the initial movement command to "do not wait", insert the text displays and then at the end a new movement command for the fence-hop.
With fairly average (I assume) clicking through the dialogue, this goes perfectly fine. The player reaches their destination just a bit before the dialogue ends and then jumps the fence.
But the problem arises if a player is clicking through the dialogue quicker than intended. Maybe they're a fast reader, maybe they don't care about this scene. Whatever the reason. This leads to the player stopping early (once they reach the end of their dialogue) and jumping over a point several (in testing, up to 5 steps) too quickly.
Now, I could attach an arbitrary amount of wait time at the end of the dialogue in order to ensure that those who're rushing through won't break sequence, but then that means if you are moving through the dialogue at a normal pace then there's a weird pause while nothing happens and the sequence catches up.
I considered setting the fence jump as a player-touch event triggered by the player arriving at their destination, but this has the opposite problem: if a player is slow flipping through the dialogue then they'll reach the event early and the sequence is broken in the opposite direction.
Any thoughts on how to resolve this?