Skip to content

Has anyone figured out a simple way to keep previous dialogue lines a la Disco Elysium? #719

Answered by T13Lightning
dannyparisi asked this question in Q&A
Discussion options

You must be logged in to vote

How about hiding the main DialogueLabel that the label uses, and copying the dialogue text into a new RichTextLabel that you're featuring?

That way you'd be able to append text to the new RichTextLabelwithout worrying about it getting overwritten.

I'm still in the process of working in a visual novel (my first game ever) and I'm trying something like this for a LogSystem.
In my system the Logs are similar to RPGs like "Atelier Sophie 2", but you can use a similar method for yours.

(rough implementation so far)

extends BaseGameDialogueBalloon

func apply_dialogue_line(next_dialogue_line: DialogueLine) -> void:
	super.apply_dialogue_line(next_dialogue_line)
	LogSystem.update_logs(character_…

Replies: 2 comments 1 reply

Comment options

You must be logged in to vote
1 reply
@dannyparisi
Comment options

Answer selected by dannyparisi
Comment options

You must be logged in to vote
0 replies
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Category
Q&A
Labels
None yet
3 participants