Thank you. I've been experimenting with what works best. Currently, when the cinematic mode is on the text only appears when the speech is over(to allow the player to see the full image), however you can click the screen to get the text to display while the speech is running - or switch off the cinematic mode in settings. It would be nice with word for word print matching the words being said, but it may become too much trouble detecting and having a huge database for the timings (live wouldn't work for games in html). If you need help with the engine, reach out either here, on GitHub or on discord. Would love to see what you can do in it. Great games you're doing. I'm working on/off on making an add-on for Godot to import the Kinexus games, so they can be distributed cross platform. Would you have an interest in this?
Sorry. Was out of the country for the last five days. I'm going to dig into the engine this week. I'm not a GODOT guy (or a programmer by any means so it has to be simple for me). Thx for the tip on how to click on screen for text. I'm going to try adapting one of my games or stories to your engine and see what I come up with. Thank you for sharing this and your work.
If you use an llm, it can properly quickly reformat your game into the json formatting of kinexus - by simply copy/pasting your game code into the llm and the copy/paste the format json descriptions on the github page into the llm, and ask it to do the reformatting. Hit Ctrl+Alt+D for starting debug mode in Kinexus, before importing the json. If there are import errors you can see them there, copy/paste the log into the llm and get it to correct the json. I'm using https://aistudio.google.com/ (plenty of free tokens) because it's got a huge context window - but you must tell it to reply with the complete and fully working script or it might try to shorten it.