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gms2-dialogue-and-windows-system's Introduction

What is this?

This project is my attempt to isolate and create a scalable solution for game windows, menu, menu choices, dialogue boxes, dialogue choices, shop interfaces, whatever I can think of that requires windows and textboxes.

Goal

I want to use this project as a longterm reference and sandbox for this particular topic. I hope to come back to this project and upgrade it as I learn more about GameMakerStudio 2 and how to make performant, maintainable, and scalable windowing.

To Do

✅ Create GMS2 project
✅ Push to Git as public repo (why not?? 😉)
✅ Set up basic 9-slice sprite and script
✅ basic textbox where user must press space to dismiss
✅ typewriter textbox effect with adjustable speed
✅ press space during typewriting (after, say, 2 characters have appeared, to automatically show all text)
✅ basic paging
✅ refactor: move paging / skipping logic to the struct
⬜ user selection from list of options
⬜ user input options as separate textbox, and pressing confirm on the option doesn't dismiss the underlying window (thinking about using a stack or something...)
⬜ accounts for word length and won't start writing on a line where it can't finish the word
⬜ data-driven message queuing for one window with paging, where space advances dialogue to next page
⬜ textbox feature to auto-page text that is too long for one window
⬜ ability to script text stop midway through and require space bar press to show rest of text
⬜ ability to colorize spans of text
⬜ optional nameplate
⬜ optional character bust picture
⬜ branching dialogue, scripting paths
⬜ RPG-style menu
⬜ RPG-style inventory
⬜ RPG-style shop interface
⬜ ...

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