Visual Novel needs to be reread for fast players

NPC

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In RPG Maker games, I personally am notorious for accidentally skipping over dialogue by double tapping the spacebar or something of the like. So now that I'm looking to develop a Visual Novel...which is all about that dialogue, I want over-eager players to be able to go back in time.

Er, I mean I want a script that allows players to press a button to go (as far as they wish; up to the last choice made) back through the dialogue boxes that were already seen.

It's fine if I have to edit some of this stuff, but here's my extra preferences:

    -Right-click to go back functionality

    -Greyed out dialogue when rewinding, and not grey for the most current dialogue box.

If there's anything you wish to know, then please comment or PM me- either or. It does not need to be mouse compatible. If you know of a script that does this, that would also be dandy.

Cheers,

NPC
 

Engr. Adiktuzmiko

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If you're a VN player, you sure know that you shouldn't skip dialogues as that's what VNs are about.
 

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If you're a VN player, you sure know that you shouldn't skip dialogues as that's what VNs are about.
Well, imo, it wouldn't hurt to have a back button, considering how odd Ace's dialog boxes can work. It also helps if the reader gets distracted and forgets where they are, or something along that thought. It's also to help cater to the new players.

What I'm saying is, sometimes you might skip dialog. 
 

Engr. Adiktuzmiko

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I imagine it will be a bit complicated... You need to save every past text and so on in order to do so. Or if it's a single event doing everything, you need to go back to each prior event command to do so. That might actually be easier to handle but that means a very long event.


It might be easier if your game uses an external file for the dialogues and is loaded into an array so it will just be a matter of going back to previous indexes and such.
 
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The Renpy engine allows that if I'm not mistaken, although I don't know how it works inside it.
 

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The Renpy engine allows that if I'm not mistaken, although I don't know how it works inside it.
I don't know how I'd be able to implement that into Ace tho, considering what it is paired w/ the fact it's Python-coded.

EDIT: If it does, I also don't want to be trapped in the VN the whole game. There are a couple minigames I'm implementing as a part of the experience, and I don't know how well these programs allow for eventing to happen (ie. My adorable DS sprites running around on the map)

I imagine it will be a bit complicated... You need to save every past text and so on in order to do so. Or if it's a single event doing everything, you need to go back to each prior event command to do so. That might actually be easier to handle but that means a very long event.

It might be easier if your game uses an external file for the dialogues and is loaded into an array so it will just be a matter of going back to previous indexes and such.
I found one script that was able to make a log of all the messages, however it required a base script that just wasn't compatible w/ my scripts that were already in. I could try writing some program that reads .txt and stores them in some sort of volatile memory, but I'm not too familiar w/ RGSS3 or Ruby in general. Also that's a lot of .txt files if I have to call a new one after every decision.
 
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