Give every line of a fast cutscene enough time to be read
In a cutscene full of quick shouts, subtitles vanish before a normal reader finishes them, or a long line sits on screen long after it was spoken. Here is how your AI times each caption by its length, never lets it run into the next speaker, and names the lines that cannot be read in time at all.
Why this works
A caption must outlast the time it takes to read it, not just the time it takes to say it. Basing the time on the text length gives every reader a fair chance, and never overlapping the next speaker keeps the screen clear. A line that cannot fit is a writing problem.
When not to use it
Skip it when your readers vary a lot, such as children or players with reading difficulty, or when subtitles are optional and rarely used. Let people set their own speed or pace in a setting rather than fixing one average for everyone.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 19 lines of example code with 6 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Give every line of a fast cutscene enough time to be read" (read_entry subtitle-time-in-fast-cutscene) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP