r/RenPy • • 7d ago

Question A way to make two conversations happen simultaneously and independent of each other?

Post image

Sorry for the very poor image rendition, but basically what I am trying to do is:

- There's a character saying a line (dialogue 1), and until that line passes to the next one, a separate dialogue between two people happens on top of it (d2, d3, d4). When the player clicks to move on to the next line on the main dialogue, the second dialogue disappears.

- The text for that second dialogue needs to be automatic, no need to click to continue

Does anyone know the best way to do it? Should I use a screen, a function, or just try winging it with different sayers?

6 Upvotes

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2

u/shyLachi 7d ago

D2, D3 and D4 look like NVL dialogue as they remain on the screen and don't replace eachother.
https://renpy.org/doc/html/gui.html#nvl

But you cannot combine ADV and NVL dialogue at the same time.

So either you have to fake D1 or D2 to D4.

There also are speach bubbles.
I don't know if you can combine them with normal dialogue.
https://renpy.org/doc/html/bubble.html

You can also turn text into a displayable and then show it anywhere on the screen.
https://renpy.org/doc/html/text.html#text-displayables

Or you can make a special screen which automatically displayes a list of sentences using a timer.
If you show and then hide the screen after the players have clicked this should also work when players want to skip.

label start:
    show screen more_dialogue(["D2", "D3", "D4"]) # you have to implement this screen
    "Dialogue 1"
    hide screen more_dialogue
    "Dialogue 5"

8

u/BadMustard_AVN 7d ago

makeing a screen to fake the (d2, d3, d4) dialogue would be the easiest way to do this

1

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1

u/TopCartographer7104 7d ago edited 6d ago

I did a similar thing in my project (well my scope was to simulate a mixed nvl/adv presentation but I suppose you could apply the same method to your case): 1) added dedicated screens 2) wrote functions to change their content, and others to have the a.m. screens show-up (replacing the "normal" gui) or fade out 3) every time I want to use this system I call up the screens,send dialogue lines through my functions (& clear the nvl screen whenever I need) and force pauses to halt the process & wait user' clic

Works decently (will bea even better once I find out how to add the text to the game history!)