Game Development Community

Pop up Dialog Bubbles

by Vashner · in Torque Game Engine Advanced · 11/17/2005 (10:19 am) · 5 replies

Pop up dialog bubbles - TSE framesaver for storytelling

This is a concept;

Using pop up dialog boxes / bubbles in conjunction with simple emotes to achieve a wider
range of character communications with higher framerate performance by avoiding too many
DTS animations. It's not an original concept, Star Wars Galaxies uses these bubbles.

Can the existing GUI system be programmed to do this or would we have to make a new
piece of code that pops up the bubbles? Would also like to pipe the text into the
Chat window and or vise versa. Sending chat to bubble per player & npc.

Apologies in advanced because I am such a jr programmer I don't have anything on this
other than "gee this would be handy for TSE to tell stories".

Oh P.S. Use of sound byte's to enhance the emote and or story.



Brick falls.. hits guy on head.. then kinda has a "dizzy emote" sequence play
with "Doah.wav" playing at same time. And on the bubble it would say "Not again doah!".

Example screen:
www.noobgames.com/ballons01.jpg

#1
11/17/2005 (1:16 pm)
You don't really even need to use code to do this. You can create a gui dynamically in torque script and then pop it to the screen (there's a few ways to do it), and then have the user click on it or on an X button or make it go away after a while, etc. It's definitely doable and not all that hard to do.

I'm working on dynamic right-click menus, so I've already "popped" dynamically created dialogs and gui objects to the screen (getting them to pop where the right-click happens is the next step).
#2
11/17/2005 (1:20 pm)
Yea would need to tie the pop up to a text entry in the chat bar. That way people could also toggle bubbles
off and it would still be on chat window. Or maybe the standard chat display could be supressed and just fed out
as bubbles. (just kicking ideas around).

Edit: lol I just found this screen on my pc...
www.noobgames.com/10774b.jpg
#3
11/17/2005 (2:16 pm)
Randy: Ahhh, pre-cu, pre-nge. Thats the game for me :) Look at that UI..... bliss
#4
11/17/2005 (3:19 pm)
This isn't much different than the GuiShapeNameHud. Look at the damage meter aspect, notice how it accepts a (limited) amount of variables to determine its properties. Its overlaying the entire playgui.gui, allowing it to show the name/damage at any point in the screen.
As a guicontrol, it can be fed/piped info, such as redirecting messages directly to it. The placement code is already there, so all you really have to do is change the frame/fill to a stretchable bitmap.
Using that as a base, it shouldn't take more than 30-60 minutes to have something ingame.
#5
11/17/2005 (4:40 pm)
There might be a resource alreaddy out on this, I belive I saw a NPC dialog system a loooooooooong time ago that had that