Story Text 'Write' Speed Issue

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DDR
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Story Text 'Write' Speed Issue

Post by DDR » March 10th, 2008, 4:26 pm

It would be nice if someone could speed up the speed at which the text in the story screen is written. As it is, I am reading along, and I will hit the end of the text, have to wait for some more to be written, read that, wait, read, wait, etc.

The work required to implement this should be about 4 keystrokes... If not, forget about it. :)

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Re: Story Text 'Write' Speed Issue

Post by thespaceinvader » March 10th, 2008, 5:05 pm

IIRC, if you click the mouse, it skips to the end of the current piece of dialogue.
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Re: Story Text 'Write' Speed Issue

Post by turin » March 10th, 2008, 11:36 pm

Yeah, but it shouldn't be so slow in the first place. ;)
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PingPangQui
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Re: Story Text 'Write' Speed Issue

Post by PingPangQui » March 11th, 2008, 7:38 am

I like it actually as it is. It gives somehow the impression that someone (a narrator) is just writing / telling the story while reading it. You don't want to pressure on a narrator turin, do you?

But of course it would be nice if a campaign designer could decide the speed and maybe also the font (a more handwriting-alike font would improve the impression a narrator telling the story). WML examples:

Code: Select all

[story]
       [part]
            text_font = "something"
            text_speed = some_integer_value (representing letters per second)
       [/part]
       [part]
            text_font = "something"
            tex_speed = some_integer_value
       [/part]
[/story]
or less flexible but potentially less code

Code: Select all

[story]
       text_font = "something"
       text_speed = some_integer_value (representing letters per second)
       [part]
            
       [/part]
       [part]
       
       [/part]
[/story]
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irrevenant
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Re: Story Text 'Write' Speed Issue

Post by irrevenant » March 12th, 2008, 11:50 am

PingPangQui wrote:But of course it would be nice if a campaign designer could decide the speed and maybe also the font (a more handwriting-alike font would improve the impression a narrator telling the story).
It would be nice if the user could, too. We don't all read at the same speed...

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Re: Story Text 'Write' Speed Issue

Post by DDR » March 13th, 2008, 5:24 am

And then the old acronym reared it's ugly little head.

O
A
B

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Re: Story Text 'Write' Speed Issue

Post by PingPangQui » March 13th, 2008, 7:23 am

Sorry DDR, I didn't get that.
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DDR
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Re: Story Text 'Write' Speed Issue

Post by DDR » March 14th, 2008, 5:25 am

Options
Are
Bad

Sorry, I should have been more clear. I just felt, that this was not going to change because it would involve just another option added to the list. Feature creep, and all that. :wink:

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Re: Story Text 'Write' Speed Issue

Post by Blueblaze » March 14th, 2008, 12:37 pm

OPTIONS
ARE
GOOD

in wml

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Re: Story Text 'Write' Speed Issue

Post by toms » March 21st, 2008, 11:39 am

I'm not sure, but a time_per_letter= (in milliseconds) would probably be less new code. :hmm:
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Re: Story Text 'Write' Speed Issue

Post by PingPangQui » March 21st, 2008, 1:05 pm

toms wrote:I'm not sure, but a time_per_letter= (in milliseconds) would probably be less new code. :hmm:
Well,

time_per_letter = 1 / letters_per_time

shouldn't take much code in any programming language. Although I personally don't really care much about the unit, I think that letters per time is easier to handle/understand since one can use integer values. Time per letter might be difficult to understand if one wants to use integers here too, i.e. milliseconds.

Example:

1 letters/s = 1s/letter (which is really slow)
10 letters/s = 0.1s/letter
100 letters/s = 0.01s/letter (which is really fast)

Btw. letters/s would be a unit for "velocity" - s/letters not.
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