>>7699502
>But… going back to the text topic: how do you organize dialogues and events? >Does gamemaker provide a "dialogue/entity manager" to handle that kind of thing? I’m asking these things so that, thanks to knowledge, I can better appreciate the subtle craftsmanship of games developed in that engine o_0
Sorry I missed this, gamemaker doesn't really handle anything like this
I have objects that can call a "create_speechbubble" function
This function takes an array of what text I want to display, an x and you position of where to display the bubble, and some other stuff like a 'voice' audio file, a text speed, a name if I'm displaying the name of the character etc
The speech bubble then handles the rest
How I get a character to say one thing and then later on (say after completing a quest) is I just have a check to see if either some global variable is updated, or if the characters inventory contains a specific item, of even if its the nth time you've interacted with that character
Character objects all have a parent object
And each main character has a unique step event to handle this
Lesser npcs just have a basic setup and can take basic details - like a sprite, conversation etc
In gamemaker you can "override" initialised variables per object within the "room manager" where you can build the room with objects
So I can put o_npc into a room, update the create_event on this instance - because o_npc inherits from my o_interactable object it's step event automatically handles the data and when it gets interacted with will spawn a speech bubble for example
I then add other objects to the room, from general props (again all objects with coding attached) or o_solids (empty objects- that my character uses for hit detection)
none of this is "out of the box" - it's all coded from the ground up - the only gamemaker stuff I'm using is the room builder and object builders (but most game engines have something like this)