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Limit to PC conversation responses?


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6 réponses à ce sujet

#1
WhatDuck

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Are we limited to six PC responses in dialog? I can only get the first six to show up, but there doesn't seem to be mention of any limits on either the wiki or in the forums.

Pressing the 1 - 6 keys on my keyboard select responses properly, but 7 doesn't do anything, so I suspect the higher-numbered responses are being truncated rather than just not visible.

Previous games usually had a scrollbar if the number of responses was too large, but I don't have one here, and there doesn't seem to be an EnableScrollbar property accessible anywhere I can find.

Do I have something misconfigured, or are we really capped at six lines?

#2
Challseus

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Yes, we are capped at 6 lines. You also may get a warning if you go over some character cap for each line itself.

#3
WhatDuck

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Thanks for the reply.



I did get a warning on the character cap, but not on the line limit, which is why I was confused.



I don't suppose there's any way around this? I have a list of nine people I want the player to be able to select from, and I'd prefer to avoid splitting half of them off into a second list if possible.

#4
FollowTheGourd

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WhatDuck wrote...
I don't suppose there's any way around this? I have a list of nine people I want the player to be able to select from, and I'd prefer to avoid splitting half of them off into a second list if possible.


No.

#5
tmp7704

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WhatDuck wrote...

I don't suppose there's any way around this? I have a list of nine people I want the player to be able to select from, and I'd prefer to avoid splitting half of them off into a second list if possible.

Not that i know of, but having the cast split in two lists with an "Other..." option added last to switch between them seems fairly straightforward and not very complicated to make?

#6
WhatDuck

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You're right. It isn't very complicated, and it looks like that's what I'm going to end up doing. But it isn't very elegant, and I would expect the player to be biased toward the first group.



I can understand the argument that nine choices in a dialog node is unwieldy and too much for the player to deal with, but I'd prefer the option to make my own mistakes. :)

#7
tmp7704

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I suspect if you had full list with a scrollbar or something similar instead, there'd still likely be some bias towards the selection shown on screen first, so it's probably not really that much worse Posted Image

Come to think of it you can probably turn it to your advantage actually, say, by putting on the first screen the characters which you feel may provide the player with the best experience in that particular context. It's a subtle way of nudging the player in the direction you'd expect/prefer them to take.