Did this ever happen to you?
You're playing a game where dialog lines can be skipped with mouse clicks but also after some time (most of the games have this configuration).
Character1 is talking, you read it's dialog and click to go to the next line after you've finished reading. Unfortunately, a split second before that the time for the line was out and the line switched to the next one. Your click will then be misinterpreted for the new line and it will be skipped without you being able to read it, perhaps missing on some important clue or a nice joke...
Now, I think this can be avoided with some engine scripting if we'll accept the following logic as true:
If
The current line is being skipped by user click AND
The previous line was not skipped (**) AND
The time between when the previous line was finished and the user click was less than a split second(***) AND
This is the first user click skip for the current line
Then
Ignore the user click and don't skip the line
(**) Need this condition for a scenario of a user who has already read this dialog and is clicking like crazy to skip all lines...
(***) Need to test for a valid value, probably ~200ms...
Do you see any flaws in that?
Do you mean Game.IgnoreUserInputAfterTextTimeoutMs (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=37668.0) (introduced in AGS 3.2 beta 1)?
I believe this was asked many times already ;).
Also you may consider setting "skip dialog text with mouse or keyboard only".
But in any case, this referes only to creating the game, not playing game created by someone else. :'(
Quote from: monkey_05_06 on Tue 19/01/2010 17:42:28
Do you mean Game.IgnoreUserInputAfterTextTimeoutMs (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=37668.0) (introduced in AGS 3.2 beta 1)?
Wow, that's exactly what I meant!! This makes me one happy peppy...
@Crimson: Thanks for the suggestion but with this new functionality I can stay with the default configuration...