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May 18, 2013 at 21:49 comment added yannicuLar I didn't understand your answer at first. But now that I'm reading it again, I think that you're quite right. I agree that both kinds of dialogs are needed. E.g. pausing game for story telling, but displaying tutorial hints in a small area without pausing (and closing without a keyboard key). Thanx again
May 18, 2013 at 21:41 vote accept yannicuLar
May 18, 2013 at 10:38 history edited Mario CC BY-SA 3.0
added 11 characters in body
May 18, 2013 at 10:37 comment added Mario If its important text or a long dialog, halt the game, show the text, but let the user skip the animation using the first button press, then advance or hide the text once he pushes the button again. If the game isn't stopped, the text advances/disappears based on time or actions done, not by simply pushing some button.
May 18, 2013 at 10:26 comment added yannicuLar thanx for your input. If I understand correctly, you propose to display the dialog without pausing, and that means that the player will keep playing, pressing JUMP/FIRE/ACTION keys, which will also proceed or skip the dialog. I'm afraid this is going to let him accidentally skip dialogs, right? What about if I want to be sure that he didn't miss the dialog ?
May 18, 2013 at 9:06 history answered Mario CC BY-SA 3.0