Bad Player a écrit :Sometimes you have complex sentences, and even cutting it down as much as you can you only get it to just barely fit in the text box.
I've been in that situation, as well, you know.
But I usually split them into two frames. That solution works fine.
Edit 2: To add onto my self-quote again, make it transparent enough to where you can still see the text (even change the arrow color to a grey color so you can see the white text easily behind it).
Meph, you're making the entire idea more complicated than it needs to be. Everyone here is right when it comes to these random arrow placements comments you're suggesting about.
The only logical place is the text-box, but of course, the problem is text blocking/spacing. That's why you overlay the whole thing (that is, the arrow).
It's either this, or have NO arrow at all.
Well I just suggested that too, and BP was like "Oh no, players still won't be able to read the text underneath". But yes, as I said earlier, one solution is to have an arrow with about 50% opacity. And I'm becoming more and more convinced that that is the best solution.
Or, at least increase the text box size so the arrow doesn't cover up the text.
I've lowered the dialogue box's height in AAO6 so that it's the same size as the one in AAI. I'd rather keep it at its shorter height so that the new AAI-style features are more visible.
So, for the moment at least, I intend to keep the current behaviour.
But the current behaviour doesn't allow you to skip multiple frames at once (without clicking multiple times).
Given the problems highlighted by people here with adding the small arrow to the textbox, and given that its functionality is already met in a different way, making it basically useless, I've decided not to add this feature.
Not even with transparency? *puppy-dog eyes*