For my team's game, we're not quite satisfied with having the text free floating like the Visionaire default, and wanted to work out an alternative. We decided on using speech bubbles as a replacement, with the text overlayed on a speech bubble background. Something to this effect:
To accomplish this, I assume I will not be able to rely on Visionaire's dialog mechanic? It seems rather rigidly tied to the current presentation, with lines of dialog as options, cycled through via arrows. I'm fine going about it with a diy approach, I'm just not sure how the best way to accomplish this would be. It seems like there are two main options:
1) have it tied into an interface, if only partially. The bubbles could be buttons, either simply displaying the text when a standard line, or acting as a clickable button when replacing dialog options. The text would then be tied into either actions in the interface or scene.
2) have it tied into the scene itself as objects. When the proper conditions are met/action is taken, the bubbles would appear, simulating a dialog sequence. This would simplify some of the placement of the bubbles, but would make a scene become quite cluttered very quickly.
In either of these setups though, there's a few parts that I'm unsure of how to tackle. First would be simply the placement of the bubble. The character could move around, and the bubbles might show up in different locations depending on when activated. Second would be movement of the bubbles. We had hoped to have some visual feedback by having the bubbles move slightly, but it seems like the moving of objects is difficult, let alone moving ones with interactive components.
I realize this may be a tall order, outside of the norms of the engine, but I would welcome any and all feedback. It very well may be beyond the scope of it as well, in which case I'll need to find an alternative.
Thank you either way.