Kinda solved the animation problem. The solution was to not link talking mouth animation to vowels and to not link talking animation with typewriter's delta at all. The problem was relative to typewriter's delta-relative counter that works perfectly with characters, but switched on and off too fast for any chosen sprite speed.
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OK, I figured it out. I made a kind of step manager that counts steps and authorizes the typewriter to go when necessary delta_time relative value is reached. It is not perfect, because it can work with whole numbers only, but it's overall OK at least for 60-144 FPS setups. For lower framerate it slows down, hélas. Now I need something similar to adapt portrait and mouth animations and I'm kinda stuck with it. Whatever I do, the animation is too fast like if it is not related to my delta_time multipliers at all T_T
OK, I have an issue.
In my project I made an option for players to choose their game target FPS (for different monitors and performance setups) and I adjusted all my object animations and move speeds using delta_time dependent global variable, just a simple multiplier that adjusts all speeds to the selected FPS. So in 144 FPS everything moves and animates at the same relative speed than in 60 or any other FPS (just more smoothly) . It works perfectly. But I can't find how I can adjust character drawing speed in the FC's textbox object. So at high FPS my dialogues are typing too fast.
Is there somewhere a variable or a forgotten magic number in the code that sets up a global typewriter speed or maybe somebody has another idea in mind how to adjust the typewriter's speed?
Edit: Also, how to set up a long dialogue text on multiple pages without breaking it in lots of "Lines"?