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(+1)

Ah, the dialogue, I'll have to admit that the text got a bit annoying when playtesting over and over again.

If I ever continue working on the game, I'll try to implement something like some sort of text skip when clicking with the mouse if you know what I mean :)

Anyways, thanks for the feedback :D

(+1)

Godot has a "game speed modifier." I used it with a slider in my game just because of this problem. You could use it only in dialogue.

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Ooh, yes I saw that in your game just like a few minutes ago :) I assume you mean Engine.timescale then.

I myself prefer not to use Engine.timescale, because it affects everything, and it gets a bit messy (unless you want it to affect the whole game).

I actually have a signal 'textdialogue' (which connects to another script that controls the dialogue and stuff) in an autoload with a few arguments, including the interval between the letters being added to the text. I don't really know how I never noticed the dialogues being too slow, I was thinking about being able to skip cutscenes, but I never really got the time for that.

I never really got people other than myself to playtest the game, I really should do that more often.

A slider (or just anything that allows the player to control the dialogue speed) is a great idea! If I ever continue working on the game, I'll try to add it in!

Thanks for the tip :D

(+1)

Exactly, timescale it is! We are always blind about our own games, so feedback is so important. Glad I could help a bit!