kimlana

Newbie
Mar 10, 2022
98
110
this code makes 2 separate texts appear together in the same scene
Why is it highlighted like that where the right side is brighter than the left side? Does it highlight the left side and then switch to highlight the other side? Because that doesn't seem a whole lot different than two lines one after another, except sorta making it feel like they are happening together.

It's like how in the subtitles for movies when dialog happens quickly they use dashes in front
- Did you find him?
- No.
Also, I wonder if they didn't want to have to make a style for me+wf so it would show "Zero and Cassey" and have them say the same line.
 

Night Mirror

Well-Known Member
Modder
Jun 2, 2018
1,665
8,543
@Night Mirror , Have you ever heard of the code (multiple=2)?

this code makes 2 separate texts appear together in the same scene
Oooo, that's pretty neat, I've never dug deep into the say function to see what arguments it takes. I did spacing to fit two speakers at once, but that might be a cleaner way to do it, will look into it some more.
 

zerodead

Engaged Member
Jan 18, 2018
2,174
2,006
Why is it highlighted like that where the right side is brighter than the left side? Does it highlight the left side and then switch to highlight the other side? Because that doesn't seem a whole lot different than two lines one after another, except sorta making it feel like they are happening together.

It's like how in the subtitles for movies when dialog happens quickly they use dashes in front


Also, I wonder if they didn't want to have to make a style for me+wf so it would show "Zero and Cassey" and have them say the same line.
and that the way that Night Mirror did in the game when 2 characters speak at the same time so that different sentence can work well in the original, but it doesn't work when it's in the game's translation
1658380011970.png
\/
1658380044778.png

as you can see in the translation the rest of summer's text, I'm under morty's text

there is another example of using the code


an example when another game uses the same code
1658379892797.png
 
Last edited:

Night Mirror

Well-Known Member
Modder
Jun 2, 2018
1,665
8,543
and that the way that Night Mirror did in the game when 2 characters speak at the same time so that different sentence can work well in the original, but it doesn't work when it's in the game's translation
Never figured anyone would want to translate it (but happy you have (and other's have, the more people that get to enjoy it the better! (and I want to improve/make the translation process less painful if/where I can))

Looks like (multiple=2) doesn't quiet work out of the box, I have to do something extra for it, but I agree that it's a cleaner implementation. Not many scenes where it is the case, but will correct them all over for the next update.
1658380831285.png
 

zerodead

Engaged Member
Jan 18, 2018
2,174
2,006
Never figured anyone would want to translate it (but happy you have (and other's have, the more people that get to enjoy it the better! (and I want to improve/make the translation process less painful if/where I can))

Looks like (multiple=2) doesn't quiet work out of the box, I have to do something extra for it, but I agree that it's a cleaner implementation. Not many scenes where it is the case, but will correct them all over for the next update.
View attachment 1936763
I never used the code (multiple=2) in the original file, only in the translations, but instead of having 2 scenes, it joins the 2 text in the same scene


1658381448489.png
 

Night Mirror

Well-Known Member
Modder
Jun 2, 2018
1,665
8,543
I never used the code (multiple=2) in the original file, only in the translations, but instead of having 2 scenes, it joins the 2 text in the same scene
Yeah, I see what it does, just have to figure out the style section, documentation isn't the clearest but found a post about it on F95 so looking more into it now.
 

Night Mirror

Well-Known Member
Modder
Jun 2, 2018
1,665
8,543
even if it doesn't work, at least it was a suggestion, other games use this code
Hmm getting closer, but still not right:
1658383679721.png
Not exactly sure how to solve this issue (it's in one of the images examples you provided above, so I assume that dev couldn't solve it either). With opacity turned on, it's clear that the background dialogue boxes are offset from the text (in this case covering part of the other text). This is because it is displaying 2 dialogue windows at once (why the text overlapped before). While I can offset the boxes, they will always be layered (whoever speaks first on the bottom), and with a 1080 dialogue window, there will always be image overlap...

Have to think if there is a way to separate the background just for these cases that isn't a lot of conditional programming checks. Too tired to work on it anymore tonight, future problem for future me.
 

Night Mirror

Well-Known Member
Modder
Jun 2, 2018
1,665
8,543
zerodead
Alright, got it working:
1658428788180.png
It is a little ugly in code:
Python:
$ tempHide_dialogueBox = True
show screen say_temp_window
mt "Like that will really stop me..." (multiple=2)
ot "As if that will really stop him..." (multiple=2)
hide screen say_temp_window
$ tempHide_dialogueBox = False
Luckily, I built in a way to hide the background for the dialogue box already (used during day transitions) and I had to make an extra "dialogue" screen with just the background (so it would be centered), but not the worst. I've change this in all the places it comes up (only a few occurrences of multiple speakers on days 15, 16, and 35), so it should be better going forward.

Thanks for the suggestion!
 

zerodead

Engaged Member
Jan 18, 2018
2,174
2,006
zerodead
Alright, got it working:
View attachment 1937844
It is a little ugly in code:
Python:
$ tempHide_dialogueBox = True
show screen say_temp_window
mt "Like that will really stop me..." (multiple=2)
ot "As if that will really stop him..." (multiple=2)
hide screen say_temp_window
$ tempHide_dialogueBox = False
Luckily, I built in a way to hide the background for the dialogue box already (used during day transitions) and I had to make an extra "dialogue" screen with just the background (so it would be centered), but not the worst. I've change this in all the places it comes up (only a few occurrences of multiple speakers on days 15, 16, and 35), so it should be better going forward.

Thanks for the suggestion!
well at least it worked, another thing was to find a way to improve the messages received on the cell phone

1658432598957.png


like this code here for the name, which you can't use in the translation, even if I get the text to translate, it won't accept it because the character's name is missing, but it's out of the text and with this strange code

1658433046444.png
 
Last edited:

Night Mirror

Well-Known Member
Modder
Jun 2, 2018
1,665
8,543
like this code here for the name, which you can't use in the translation, even if I get the text to translate, it won't accept it because the character's name is missing, but it's out of the text and with this strange code
Yeah, I fixed them all (I think I got them all, will have to double-double check at some point) for the next update. Went back over and not sure what was going through my head (most likely lack of sleep...). Anyhow, this should (does, just checked again to be sure) work just fine:
Python:
    call phone_start("morti")
    $ msgs.add_chat(what="Hey, [mcs.morti.n.bro][mcs.morti.n.morty].")
    $ msgs.add_chat(who="m", what="[mcs.morti.name]? Why are you texting me? We live in the same room.")
    $ msgs.add_chat(what="I owe you from the dare last night, but I don't have to send the pic if you're not interested...")
 

zerodead

Engaged Member
Jan 18, 2018
2,174
2,006
Yeah, I fixed them all (I think I got them all, will have to double-double check at some point) for the next update. Went back over and not sure what was going through my head (most likely lack of sleep...). Anyhow, this should (does, just checked again to be sure) work just fine:
Python:
    call phone_start("morti")
    $ msgs.add_chat(what="Hey, [mcs.morti.n.bro][mcs.morti.n.morty].")
    $ msgs.add_chat(who="m", what="[mcs.morti.name]? Why are you texting me? We live in the same room.")
    $ msgs.add_chat(what="I owe you from the dare last night, but I don't have to send the pic if you're not interested...")
it worked, I have to update the new codes when an update comes out

1658433394084.png
 

villany

Newbie
Dec 8, 2018
98
105
Considering that the shorts about Vindicators were released, would we hope for an update with Supernova?
 

kenta16807

Active Member
Oct 1, 2020
730
707
Who knows what F will come up with....they've been known for sudden outburst in #SideChicks.

I think the core story is getting really interesting, #SideChicks delay core content :p
 

Night Mirror

Well-Known Member
Modder
Jun 2, 2018
1,665
8,543
Considering that the shorts about Vindicators were released, would we hope for an update with Supernova?
Not from me. Always possible Ferdafs might do it (we did get CHUDS afterall...), but I hope not. I agree with what kenta16807 said above, the side characters aren't really what I'm here for.
 

aaronminus

Member
Oct 13, 2021
245
710
I think Supernova would be tough to make work, now that all three of the meet ups have been explained, and now that we know Supernova not only has a boyfriend, but a lover as well.
 
4.90 star(s) 97 Votes