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Branching Dialog System

Inspired by Branching Dialog System with Effects in GMS 2! which was created by Peyton Burnham.

Example Dialog!

Peyton has no affiliation with this project. However, I prefer to give credit where credit is due, and he did inspire me. Would you mind watching Peyton's tutorial as this work builds upon his? He probably does a better job explaining this than my measly comments will.

If you need assistance with this project, please open an issue, and I'll get to it when I can. I do have a full-time job, so that might take a bit of time. Hopefully, this project will help someone.

This was built and compiled on windows 10.

Alternatives

While working on this, I was directed by Reddit to Scribble and Chatterbox. These extensions implement most of what is here and more. If I had to do it over again, I'd probably start there. However, I figured this would still be helpful to someone. I suspect Scribble's implementation would be faster, but I have not tested it.

Resources Used

Notable Assets

  • customFont - the font referenced above.
    • Do not tick copy to project or compilation fails. If anyone knows why, I'd love to to know how to fix it.
  • objTextbox
    • All of the logic, setup, and display happens here.
  • objSpeakerBlock
    • Carries knowledge of which NPC it is and kicks off conversations when it is clicked.
  • scrGameText
    • Contains all of the games text and display runtime configuration.
  • scrTextboxFunctions
    • enum of speaker locations
    • enum of valid characters
    • functions to populate data used in objTextbox or scrGameText
  • rmDialogSystem
    • A room to hold our NPCs and display our dialog.
  • various sprites
    • Provided to support our dialog system
  • datafiles/Branching Dialog System.exe
    • In case you want to see it in action without compiling.

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