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Great work!! How did you get the names of whomever is talking to display on the top left of the dialogue box in GBStudio?! Looks really polished.

GB Studio 2 has an option to "eject the game engine". You'll get the C code of the engine. As I didn't want to change JS code of the GB Studio itself, I just used global variables to store the name of the current speaker. Then, in UI_b.c I tweaked UIDrawFrame_b to actually output the name. I didn't come up with anything better than putting speaker name in the tile memory space, so the BG image became limited to 186 tiles instead of 192.
Similarly, I tweaked text output in the engine to do "blep blep" when the text is spoken by characters is printing. 

Thanks for explanation! Much appreciated.