I'd love to know more about the system you've build to simply add animations/functions, like how does one go about building a system like that? Super interesting and in depth video as always, I definitely learned a lot!
I do not *just* want pixel tutorials. You sure are my go-to for high quality and well-explained pixel tutorials, with a variety of concepts and disciplines. But honestly it's mostly *you* that I come here for. Your unique style of content creation is evocative, educational, and very easy to follow, no matter what it is you're covering. If there is something about your game you want to cover, or the game-making process in general, I can all but guarantee that I'll be interested in hearing what you have to say. Keep 'em coming, please!
Can't speak for everyone else, but I'm here primarily for the dev-log and game-progress stuff, including your approach to creating, for example, environments to tell stories and things like that. Keep stuff like this coming, please!
This is by far my favourite of your videos. What a great window into journey and the rationale for the decisions along the way. The chicken egg logic you alluded to has been about 90% of my struggle with game dev, attempting to solve problems that weren't properly constrained or without enough information. Its certainly unreasonable to try to forecast these shortcomings before the game reveals itself in greater detail.
I would tune into any code based videos you put out. You've never put out a video I didn't thoroughly enjoy, so I think your intuition on the choice of content you create is good.
I definitely appreciate this kind of content. You mention at the end the abundance of tutorials for various features, but walking the path of figuring out what you want the system to be in the first place, shares a different kind of insight that's harder to come by.
Fascinating to hear another developer's process. Thanks for putting this together. I just made a simple dialogue system for a game jam, so this is really helpful for expanding it out for my current project.
I really enjoy these video series Adam. The combination of pixel art, indie game design, code and unity is great. Plus it has a bit of an ASMR calmness to it that's enjoyable. Thanks for sharing.
I like these overview videos, they give a great insight into how the creative process works. I'd love to pair these with more of your tutorial videos to really know how to make a working prototype of a dialog system, something just to get started. In general I love your channel because of the detailed walk throughs that I can sketch along or code along to. Keep up the great work!
What a great video, thank you Adam ! It's always super interesting to have a look on the process you go through and all the issues you met on your way to arrive at something that match your expectations and needs. Those type of video also help me to understand that features take time and many iterations because you'll have problems during the process that you hadn't even imagined, and it apply more over on quite everything in life. Thank you again.
Solid video as always! I especially love how you go into the ways you've structured your code and how you implemented clean coding practices like decoupling and single responsibility. I've been struggling with decoupling myself so it's great to see clean examples of it in action. Thanks for making these and I would personally love to see more videos that go into your coding style!
im working on a layton fanmade game and i decided to make it pixel art style because i dont have that much budget for custom standard sprites and landscapes. your tutorial videos have helped me so much!! thank you!!
you're videos are amazing! I've learned something from every video I've seen of yours. thank you for making these cant wait to play your game it looks sick!
Love this develop style video, I personally wouldn’t mind more code break down/tutorial , but typically I don’t think that is best in the eyes of the algorithm as I’ve noticed most people tune out that stuff. But who knows.
Great video! I personally prefer the pixel art and general art videos you do, and I find the devlog stuff interesting as well. As someone who knows next-to-nothing about code, I usually skip those sections, but I am probably in the minority on that. Just keep sharing what gets you excited! Thanks for the great content.
I've made a dialogue system for my game which I'm pretty proud of. Its similar to what you've got now with a box above their heads, although my one allows you to interrupt or walk away from characters mid conversation. But this is part of the overall concept of the game, it would be weird in a story based game.
Wow!!! Really a nice video. I would love to to see more videos where you talk about design perocess in your game and not only pixel tutorials :-) So I would love not so much code detail, but more like this video talking about a challange and how you in the process confront it.
If you normalize the text spacing you'll end up w a bit of free space that won't be so dedicated to the text box thus making it smaller, GREAT REVISIONS! I love the new text boxes. I also really liked your first iteration but I understand how cumbersome the camera must have been.
Personally i like the devlogs the most and your pixelart is always awe inspiring. Wouldn't really be interested in tutorials of well explored systems like dialogue. Maybe if there is something you've been doing that hasn't received much attention it could be great. Also I think a sprite for the pointer is a good idea - maybe create 15 degree variations, so you could still have them point in every direction, just not pinpoint accurate.
I really enjoy this kind of content, explaining your process, and showing the details of each step as well as the code. I would love to see that for the Unity plugins you made, like the dialog editor and the scene graph!
For the pointer, I think there is a solution to get rid of the jaggies programmatically. Maybe you could only allow certain angles for the two lines of the pointer that would result into clean pixelated lines. To allow for these angles, what would vary would be the length of the top line and its positioning compared to that line pointing to the character.
Instead of having the pointer you might could just put a little speech bubble pop up next to the characters heads when they are the one talking and have like a little animated ellipsis inside of it to show they are in the process of speaking. It might not be as elegant and require a little bit more work for the player tracking it, but I'm pretty sure I've seen games do it though I can't call any specific ones to memory right now and I think it works.
Name should be a separate plate above text container. Also, pop ups should be less intrusive and much simpler, almost semi-transparent black container with minimal decoration and that’s it
Great work and thank you for sharing! For the adaptive pointer: I think you can move it and flip it left/right, but not change the angle i. e. always keep it a right angle triangle (which means you can draw a clean sprite for it)?
Amazing process - and a very sweet looking result. About the jagged pointer lines… couldn’t you restrict (or „round“) the angles of the outer lines so they are pixel perfect? Like 45deg - 1/1 etc? Seems like a list of valid angles should be pythagoreable… 😅
Upon watching I almost felt inclined to make a commented video with feedback to this. ^^ I am just narrowing it down to one suggestion: Imagine the classic Baldurs Gate interface, alongside the left&right columns. Yes, games developed and inherited their design over many years, but technology develops too. Most likely, your game will be played in Full-HD and 16*9, so instead of 1/3 of the height calulations, imagine a 1/4 of the lenght approach...?
I’d love to get an idea of the content is managed for all of this. As the web developer, my first tool to reach for would be a json file or a database however, that’s not a very visual way of creating and managing content and could lead to some fairly static conversations in game
For your speech pips, could you not keep the current system, but rather than drawing the pip with code, you could have a few variants of pre-made sprites to choose from, and just use math to pick the closest approximation?
This is something I'm considering. It's a bit clunkier but one of the reasons it's appealing is that the sprite shape renderer doesn't work with the Canvas, so fading it out with the dialogue box leaves behind an overlap as they both become independently transparent. Using normal sprite pngs with the Image component wouldn't have this issue, though I'm not sure just how many pointers I'll need to draw to have sufficient angles. My gut tells me "just simplify" at that point.
@@AdamCYounis I would suspect you could probably get away with half a dozen angles or so, and mirror them for the opposite side. If you find that's not fine enough you could always add more. You could also round the horizontal placement of the pips so that the angle matches up nicer without needing to create extra sprites.
I play Raid Shadow Legends. That game has beautiful character models and terrible portraits. It seems insane to me that they don't just use a head-shot of those those models as portraits. Does the same apply here? Are you doing the same job twice? You've spent years working on those brilliant character sprites, just to ditch them for the dialogue system.
It's becoming really apparent as I code more often, that I need to work more on abstractions with as few dependencies as possible. Not only does it save time, but it makes systems more versatile and reusable.
If you’re going to be stopping the game every time for story dialog, why not just display the text over the in game hud? You typically don’t need to know about your health during dialog scenes.
There are no rules here, you can do that for sure. The only question is how you deal with the times when you specifically do want to see the HUD. At least in chapter 1, there were enough times when it was significant enough to just leave it in and not worry about setting specific HUD toggle behaviour (combat tutorials, obtaining items that heal health or increase max health). Maybe when all is said and done I will toggle it off most of the time, just depends on how frequently it's going to matter.
@@AdamCYounis I mean, that’s true, there isn’t a objective right answer for a good dialog system. It honestly depends on use cases and stylization and art direction. This was just a thought I had while watching this video. I did find your development process for your dialog system really insightful, thanks for uploading this. I really enjoy your content.
I love your art, but please be careful on how much you set out to make. No need to make Ace Attorney level reactions if there is a simpler way to go about it.
I'd love to know more about the system you've build to simply add animations/functions, like how does one go about building a system like that? Super interesting and in depth video as always, I definitely learned a lot!
I do not *just* want pixel tutorials. You sure are my go-to for high quality and well-explained pixel tutorials, with a variety of concepts and disciplines. But honestly it's mostly *you* that I come here for. Your unique style of content creation is evocative, educational, and very easy to follow, no matter what it is you're covering. If there is something about your game you want to cover, or the game-making process in general, I can all but guarantee that I'll be interested in hearing what you have to say. Keep 'em coming, please!
Can't speak for everyone else, but I'm here primarily for the dev-log and game-progress stuff, including your approach to creating, for example, environments to tell stories and things like that.
Keep stuff like this coming, please!
A 40 minute video about insignias dialogue system this will be a fun 40 minutes.
Pointers: to remove the jaggies you can shade the right side and remove the black pixel to have an incomplete outline. It works
This is by far my favourite of your videos. What a great window into journey and the rationale for the decisions along the way. The chicken egg logic you alluded to has been about 90% of my struggle with game dev, attempting to solve problems that weren't properly constrained or without enough information. Its certainly unreasonable to try to forecast these shortcomings before the game reveals itself in greater detail.
You are such a passionate developer. Even the dialog system you really take into another level of details. Cheers!
I would tune into any code based videos you put out. You've never put out a video I didn't thoroughly enjoy, so I think your intuition on the choice of content you create is good.
This is by far my favorite indie gamedev channel on UA-cam now
I definitely appreciate this kind of content. You mention at the end the abundance of tutorials for various features, but walking the path of figuring out what you want the system to be in the first place, shares a different kind of insight that's harder to come by.
Fascinating to hear another developer's process. Thanks for putting this together. I just made a simple dialogue system for a game jam, so this is really helpful for expanding it out for my current project.
I really enjoy these video series Adam. The combination of pixel art, indie game design, code and unity is great. Plus it has a bit of an ASMR calmness to it that's enjoyable. Thanks for sharing.
I like these overview videos, they give a great insight into how the creative process works. I'd love to pair these with more of your tutorial videos to really know how to make a working prototype of a dialog system, something just to get started. In general I love your channel because of the detailed walk throughs that I can sketch along or code along to. Keep up the great work!
What a great video, thank you Adam ! It's always super interesting to have a look on the process you go through and all the issues you met on your way to arrive at something that match your expectations and needs. Those type of video also help me to understand that features take time and many iterations because you'll have problems during the process that you hadn't even imagined, and it apply more over on quite everything in life. Thank you again.
Solid video as always! I especially love how you go into the ways you've structured your code and how you implemented clean coding practices like decoupling and single responsibility. I've been struggling with decoupling myself so it's great to see clean examples of it in action. Thanks for making these and I would personally love to see more videos that go into your coding style!
I'd be very interested to see more code/coding based videos of yours! This was reeeeeeaally interesting
The way you log your development is so awesome. Super insightful to see how your process developed!
im working on a layton fanmade game and i decided to make it pixel art style because i dont have that much budget for custom standard sprites and landscapes. your tutorial videos have helped me so much!! thank you!!
i love seeing the game's view change and become more clear as you develop, really shows how you really work! :)
Great video Adam! As for the question at the end of the video, yeah, I'd love to see your approach on the revealing text thing
I can't believe how much value your videos bring! Thank you.
This was super detailed, thank you for sharing it with us!
you're videos are amazing! I've learned something from every video I've seen of yours. thank you for making these cant wait to play your game it looks sick!
I'm so glad these videos exist
Love this develop style video, I personally wouldn’t mind more code break down/tutorial , but typically I don’t think that is best in the eyes of the algorithm as I’ve noticed most people tune out that stuff. But who knows.
Great video! I personally prefer the pixel art and general art videos you do, and I find the devlog stuff interesting as well. As someone who knows next-to-nothing about code, I usually skip those sections, but I am probably in the minority on that. Just keep sharing what gets you excited! Thanks for the great content.
Cool, for Dwerve we used a dialogue system asset.
Love the content and the variety you upload. I would love to see more code breakdown. As we can learned a bit more about the work you do.
I enjoy the insights you bring to system design and implementation. Pixel art is awesome as well
Awesome vid, Adam. Would love more tutorials on coding and how you implement them in your projects.
I've made a dialogue system for my game which I'm pretty proud of. Its similar to what you've got now with a box above their heads, although my one allows you to interrupt or walk away from characters mid conversation. But this is part of the overall concept of the game, it would be weird in a story based game.
Wow!!! Really a nice video. I would love to to see more videos where you talk about design perocess in your game and not only pixel tutorials :-)
So I would love not so much code detail, but more like this video talking about a challange and how you in the process confront it.
Keep it up Sir! You've been a great inspiration and I will keep improving too!
Thank you!
I love the devlogs, pixel art, and code breakdown stuff. i want it a l l
If you normalize the text spacing you'll end up w a bit of free space that won't be so dedicated to the text box thus making it smaller, GREAT REVISIONS! I love the new text boxes. I also really liked your first iteration but I understand how cumbersome the camera must have been.
Personally i like the devlogs the most and your pixelart is always awe inspiring. Wouldn't really be interested in tutorials of well explored systems like dialogue. Maybe if there is something you've been doing that hasn't received much attention it could be great.
Also I think a sprite for the pointer is a good idea - maybe create 15 degree variations, so you could still have them point in every direction, just not pinpoint accurate.
I really enjoy this kind of content, explaining your process, and showing the details of each step as well as the code.
I would love to see that for the Unity plugins you made, like the dialog editor and the scene graph!
This is soooooo useful.
man Im very excited for this game!!
Love this type of vid, please do more
I really like this style of video wouldnt mind some more devlogs either!
For the pointer, I think there is a solution to get rid of the jaggies programmatically. Maybe you could only allow certain angles for the two lines of the pointer that would result into clean pixelated lines. To allow for these angles, what would vary would be the length of the top line and its positioning compared to that line pointing to the character.
Instead of having the pointer you might could just put a little speech bubble pop up next to the characters heads when they are the one talking and have like a little animated ellipsis inside of it to show they are in the process of speaking. It might not be as elegant and require a little bit more work for the player tracking it, but I'm pretty sure I've seen games do it though I can't call any specific ones to memory right now and I think it works.
It's all interesting!
Awesome! :D
I just started playing the demo, looks great! However, I'd really love to talk to the lady sitting outside the tavern! 😁
Name should be a separate plate above text container.
Also, pop ups should be less intrusive and much simpler, almost semi-transparent black container with minimal decoration and that’s it
Hey, what program do you use to show your screenshots and draw over them? Looks pretty neat!
Thanks in advance :)
Was about to ask the same thing
The program is Leonardo friend :)
@@oyaguni961 Thanks!
Great work and thank you for sharing! For the adaptive pointer: I think you can move it and flip it left/right, but not change the angle i. e. always keep it a right angle triangle (which means you can draw a clean sprite for it)?
Amazing process - and a very sweet looking result.
About the jagged pointer lines… couldn’t you restrict (or „round“) the angles of the outer lines so they are pixel perfect? Like 45deg - 1/1 etc? Seems like a list of valid angles should be pythagoreable… 😅
26:06 the little triangle pointer is unnecessary if you already have the portrait and character name.
very detailed everything you said... do you do individual mentoring?
Upon watching I almost felt inclined to make a commented video with feedback to this. ^^
I am just narrowing it down to one suggestion: Imagine the classic Baldurs Gate interface, alongside the left&right columns. Yes, games developed and inherited their design over many years, but technology develops too. Most likely, your game will be played in Full-HD and 16*9, so instead of 1/3 of the height calulations, imagine a 1/4 of the lenght approach...?
I’d love to get an idea of the content is managed for all of this. As the web developer, my first tool to reach for would be a json file or a database however, that’s not a very visual way of creating and managing content and could lead to some fairly static conversations in game
Have you covered Font Development in any of your videos ?
What do you use for your notes?
(The place were you explain everything with a white marker)
I would like to hear about this “RetroBox”
Praise the Bread
For your speech pips, could you not keep the current system, but rather than drawing the pip with code, you could have a few variants of pre-made sprites to choose from, and just use math to pick the closest approximation?
This is something I'm considering. It's a bit clunkier but one of the reasons it's appealing is that the sprite shape renderer doesn't work with the Canvas, so fading it out with the dialogue box leaves behind an overlap as they both become independently transparent.
Using normal sprite pngs with the Image component wouldn't have this issue, though I'm not sure just how many pointers I'll need to draw to have sufficient angles. My gut tells me "just simplify" at that point.
@@AdamCYounis I would suspect you could probably get away with half a dozen angles or so, and mirror them for the opposite side. If you find that's not fine enough you could always add more. You could also round the horizontal placement of the pips so that the angle matches up nicer without needing to create extra sprites.
How to make such dialogs with pictures in Unreal Engine?
Any reason why you didn't use ink or yarn or similar?
What if you move the dialog to the top and make it look like you write at the bottom of the book
I want to play your game!!!!
I play Raid Shadow Legends. That game has beautiful character models and terrible portraits. It seems insane to me that they don't just use a head-shot of those those models as portraits. Does the same apply here? Are you doing the same job twice? You've spent years working on those brilliant character sprites, just to ditch them for the dialogue system.
It's becoming really apparent as I code more often, that I need to work more on abstractions with as few dependencies as possible. Not only does it save time, but it makes systems more versatile and reusable.
more code stuff pls good sir :3
Is this music from STALKER????
Pls teach how you coding your game, like a basic game coding, cuz for me coding is the hardest thing when you start making game
If you’re going to be stopping the game every time for story dialog, why not just display the text over the in game hud? You typically don’t need to know about your health during dialog scenes.
There are no rules here, you can do that for sure. The only question is how you deal with the times when you specifically do want to see the HUD. At least in chapter 1, there were enough times when it was significant enough to just leave it in and not worry about setting specific HUD toggle behaviour (combat tutorials, obtaining items that heal health or increase max health).
Maybe when all is said and done I will toggle it off most of the time, just depends on how frequently it's going to matter.
@@AdamCYounis I mean, that’s true, there isn’t a objective right answer for a good dialog system. It honestly depends on use cases and stylization and art direction.
This was just a thought I had while watching this video.
I did find your development process for your dialog system really insightful, thanks for uploading this.
I really enjoy your content.
@@tiredslime4732 For sure, thanks so much for commenting. It's great to hear from people watching, and I hope I can keep making content you enjoy.
Im not that pro but still very entertaining!
But what if your game has thousands of lines of dialog can Godot handle that ?
release the dialogue system source code pleasee
is this minecraft bg music?
do some tools dev tutorials!!
I love your art, but please be careful on how much you set out to make. No need to make Ace Attorney level reactions if there is a simpler way to go about it.
Wow you spend so much time on not so important things you should get the game done man
Okay but like... Armin is hot. lol