Timeline for What is the best way to close dialogs in a platform game controlled by keyboard only
Current License: CC BY-SA 3.0
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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
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| 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 |