Posts Tagged ‘dialogue’

They can talk too?

Posted by
Sunday, April 23rd, 2017 3:35 pm


A mystery to modern science; most entertaining for the rest of us.

Declaration of base code!

Posted by (twitter: @blubberquark)
Friday, December 11th, 2015 12:55 pm

I have written some base code to import Yarn conversation files into HaxeFlixel and called it FlxYarn.

look at it here:

Are you tired of writing your dialogues in HaxeFlixel games as big nested if-statements inside of monstrous loops? Then FlxYarn might be right for you!

two talking heads and speech bubbles

I have built a Yarn parser, loader, NPC dialog engine and speech bubble UI for HaxeFlixel. I finished just in time in time for Ludum Dare. Now we can split up the work on a story-driven game into code(Haxe), levels(Tiled) and dialogue(Yarn). Each NPC has his own state machine.

Conversation nodes can contain multiple speech bubbles and dialog options. Nodes can contain Haxe code for scripting, which will be executed with the HScript interpreter. You can share variables from your Yarn state with the game code.

screenshot of conversation node syntax

The Yarn dialogue editor was built by Alec Holowka and heavily inspired by Twine. The syntax you see above is half my own design, half based on Yarn and HScript. The <<run $X>> macro runs haxe statements. The <<print $X>> macro evaluates Haxe expressions and pastes the result into the conversation state. Links to other nodes have the same syntax as in Yarn and Twine.


yarn conversation state graph

Get Yarn Here:

Try out the cobbled-together nonsense Demo conversation between the neo-baroque technocrat and the spaghetti wizard (requires Flash):

Some Basic Concept done! I present you… The Mission!

Posted by (twitter: @fullmontis)
Friday, April 26th, 2013 10:36 pm

Ok, after a difficult 6AM rise and already 2 hours behind the schedule, I crawled to the PC to find a theme that made me gasp. Hell, I really didn’t expect this to be a theme. I mean, tell me about a game done in 48 hours that isn’t minimalistic!

So, the brainstorming session started quite slowly. Pick up the pen, go to the desk with a white paper and start writing whatever came to my mind. An hour later I’m rather happy to say that I have a clear idea of the concept of the game. And (this coming from me is actually quite unexpected), seems pretty fun to both implement and play. Let’s make a quick heads up.

My traing of tought followed this route: about 99.9% of the games that will be developed will focus on minimalistic graphics. Well, that’s almost a given, due to the time constraints. That CAN fit the theme alone but of course with a theme so ample there are a lot of stuff you can apply it on: mechanics, story, choices, number of buttons used… I see from posts that this last one is a common choice… Very interested in seeing the results!

Ok, since I’m using Ren’Py for the development of my game, I’ll focus on… Drum roll please… Minimal dialogue choices! 

(Why is no one clapping?)

Ok, it is not the most original idea in the world, but hear me now. The game is about rescuing a princess. You have two choices: “yes” and “why?”. With “yes”, you save the princess and all is good. You see an image of you saving the princess, credit roll and goodbye. With “Why?”, the narrator explains your reasons. For example, “Cause you are in love with her”. Then you have the same two choices: “yes” and “why?”. With yes, you win the game, credit roll and all. With “why”, the narrator explains… You get the idea.

So, you can basically choose any time to save the princess, but you can go as deep as you can with your  The fun stuff is, this can go on for quite a while, and can lead to some pretty fun writing. With time, you will access some unique questions. And, now for the fun part: based on the question you asked, the final image will change according to the details you unveiled. More question you will ask, more details you will add. Think Binding of Isaac: each power up adds up effects on the character. This will be the same but with the final image.

The title for this game is (since the theme is minimalism, let’s keep it simple):


The Mission

(Oh yeah!)

I’m pretty happy with the concept so far. I really didn’t expect to be happy with a concept of a game less than one hour after waking up. I have some basic idea on the Ren’Py script to use, now let’s get down to work!

The villain’s dream

Posted by (twitter: @davidfarndt)
Saturday, December 15th, 2012 6:31 am

Wooho, after only one quarter of the time I’ve already got 1) a title, 2) nintro dialogue sequence and 3) a concept that will surely fail!

1) Name: The villain’s dream

2) Part of the dialogue tree on the right, small, so not to spoil everything :)

intro dialogue choices

intro dialogue choices

3) It all plays out in a dream. Dialogues with your newly acquired conscience and an epic fall into infinity (literally, unless Unity doesn’t allow that).


Time for a break.


White Flag – unfinished

Posted by (twitter: @Winterblood_Dev)
Sunday, June 26th, 2011 7:18 pm

I’ve polished up what I had, though it’s exceptionally short. I found tarting up the background an excellent displacement activity to avoid actually writing content. Play “White Flag” here.

I’ll let it rest a few days, then add to it. The dialogue system was intended to have internal variables, but I ran out of time – only managed to spend about 12 hours total on this, much of which was learning Stencyl and ActionScript. It’s been good fun though, and I’ve got a good solid template to build a more advanced system on…

MP3’s for RPG dialogue voiceovers

Posted by (twitter: @McFunkypants)
Friday, June 17th, 2011 2:28 pm

Voicebox is a very simple HTML example for RPG games that require voiceover dialogue. Instead of carefully recording all of your game’s speech, certain characters can be assigned an “alien tongue” that is made up of simple nonsense sounds. Much like in the original KOTOR adventure game by Bioware, important characters can be given proper English voiceovers while secondary characters or those you don’t have time to record dialogue for can simply play random snippets of silly “fake” speech like these. Believe it or not I recorded these myself using a microphone (in between bouts of laughter). Feel free to use these recordings in your game. Enjoy!


June 25 MiniLD Theme = ALL TALK

Posted by (twitter: @McFunkypants)
Sunday, June 5th, 2011 8:52 am

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The secret phrase is...

MiniLD #27 is officially a go!

“I think we can work something out…”

All games that include this phrase will be awarded a golden Ludum Dare achievement trophy that will appear on their profile page. Good luck and have fun!

Happy summer vacation, everyone!  Are you ready for June’s Ludum Dare miniLD game jam? This month’s mini will be held on the weekend of the 25th. I think you will love the theme. It is sure to get people talking… due to popular request I’m releasing the theme early so people on vacation can dive right in and get started early.

The theme is: ALL TALK – conversation trees and dialogue choices.

On Friday June 24 at 4pm PST (midnight GMT) a secret phrase will be announced. Your entry must contain this phrase in the dialogue!

This month’s MiniLD #27 is designed to be fun, low-stress, and relaxed. Perfect for vacationers. The rules this time are going to be very chill: you can use any game engine you like, premade art, and people are welcome to form teams. Instead of crunch-time cramming, you are allowed to start now and work up to midnight on Sunday June 26th. There will be no disqualifications whatsoever. The only rule is that there are no rules. Take your time – use whatever tools you like – just have fun!

Crimson Gem Saga


June’s “all talk” theme is perfect for plot-heavy, deep philosophical discussions between the player and a cast of NPCs.

Ideal for z-machine text adventures using Inform7, ultra modern HTML5 literary gaming powered by engines such as Undum or the Choice of Games engine. There’s also RPGmaker and Doglion’s RPG engine.

I recommend the ever fantastic Ren’Py visual novel engine.  A complete sample Ren’Py game source code is available here to help you learn.

If you are using Flashpunk, I recommend using Draknek’s upgrade which has an amazing text engine.

Another fantastic engine you might enjoy working with is Jake Elliot’s Visual Novel engine from this game that uses Flixel.

I’ll be creating my own HTML engine for this, using pre-rendered 3d avatars. Since we don’t have to care about tech or rendering performance, HTML5 is the perfect choice since it is great for low-power mobile devices. Heck, you could write your game using youtube, regular html4 or even hypercard.

L.A. Noire

Fire Emblem

Think NPCs, CYOA, multiple choice, text, plot, voiceovers, speech synthesis, prose, humour, conflict, debate, love.

Make a murder mystery or a political scandal. A dating simulator or a talk show. A news report or a bedtime story. A love story or a heart-wrenching breakup. Beat poetry or freestyle hip-hop. Whispers or screams. Secret school flirtations or code-words between spies.  Hardcore RPG, Ren-py visual novel or pure text IF (interactive fiction), the choice is yours.

No matter what the genre – from AAA rpgs and shooters to puzzle games and everything in between, virtually every videogame ever made uses dialogue to progress the plot. Repetitive battles and grinding are sometimes seen as mere filler between the NPC dialogue and missions.  Which is more exciting? Killing your thousandth giant rat or encountering the next major NPC who gives you a quest?

Fallout 3

Alpha Protocol

This low-stress, relaxed rules MiniLD is a fun way to get away from worrying about framerate, animation or incredible 3d graphics and instead focus on the plot. The characters. The story. The soul.

Perhaps you will invent an epic storyline and a cast of interesting characters that are so cool they make it into your next action title! For now, just remember: focus on dialogue and characterization. On personal conflict, emotions and tough decisions.

Valkyria Chronicles

Final Fantasy II

Will this be a fun breather between more intense programming projects? Will your game be easier to program than something more graphics-heavy? Will it be deeper than your last brainless shooter? More artistic? Less work? More original? Discuss.

Read this wonderful article for ideas: [part1] [part2] [part3]

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Dialogue (well, technically, monologue)

Posted by
Sunday, April 19th, 2009 3:44 pm

Click to enlarge.

The wall’s coming, honestly..

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