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Simple, but if you intend to use this for the entire game..... could take awhile. ok
first, make a pic for the dialog you want it to display, (the long part). Instead of saying "open dialog" you freeze chars/disable movement/whatever you feel like not having going on when the dialog box is open.
Now the tricky part: you've got to make a variable... call it dialog or something. Make a global keydown event. Have this trigger an event that says:
If the dialog variable equals ? then do this. If it equals 0 do nothing.
In short, youre making a pic for every dialog box. turning the player graphic into the pic whie disabling movement. Changing a variable so you can hit something to continue (it opens a different pic if the variable is different).
Now after its over change the variable to 0 so the button won't do anything and change the player graphic back.
This is a very long way of doing this so I'm only recommending it for special scenes. But it does open up some other possibilities:
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Excellent idea.
It may be unworkable for larger games, but it is, as you say, useful for more than just fonts.
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