Hey, I’m a newbie and trying to make a small narrative RPG/topdown game with small dialogues/items picking/some places to visit.
I succeed making a little text appear near NPC when my Player is near him/collision but I don’t know how can I do for my text to disappear when my Player is moving away from NPC ?
Thank u a lot and sorry for my english, I’m french!
If you are using Trigger Once or some other way to only show the text on first collision, you’ll need a separate condition to detect the player leaving. Something like:
NPC text is visible | hide text
player is not in collision with NPC |
trigger once
thank you very very much, I didn’t knew that way ! i guess i have a lot to learn 
I’ll try like that !

EDIT : it WORKED !!
Sooo I think I need help for my next dialogue, I can’t modify my text_ours (or even making it reappear).
To resume, my character (Lapin) is being told by NPC (Ours) to go pick some flowers (fleur). That’s the first text I wanted to show on screen (and succeed bc of your advice) : when Lapin approaches Ours, text_ours become visible, saying something to Lapin like “go pick some flowers”, and the text_ours hides when Lapin goes away.
Then I put some flower (sprites) in my scene and Lapin go “pick them” (each flower disappear when Lapin touch them). There are 24 flowers, and I wanted to text_ours appears again when Lapin pick them all, with a new sentence.
I created a global variable (number type) named “nbrfleurs”, and a condition which ads +1 to this variable each time my character is in collision with a flower. Then, I wanted to make a condition like :
If Score"nbrefleurs" = 24 / Then text_ours is shown + text_ours is changed to (“new sentence”)
But it doesn’t seem to work ? No text appears, even with previous sentence.
Maybe a picture is more clear, but I wanted to put some context
(the three conditions are okay + working, it’s that last one which is problematic)
So anyone knows what I’m missing here ? Maybe it’s not the good way to make my text depends on that variable.
So, first off, I want to start with a compliment, you’re clearly at least bilingual and you’re working in one language and learning things in another but have to translate both into GDevelop language. That’s impressive.
When you say that you think a variable isn’t a good way I honestly think it’s fine to do it that way. What I might suggest instead is to use YARN for your dialogue, I used to do dialogue like yours but it got pretty messy for me pretty quick. It was kind of hard to keep things organized as my scenes grew and I wanted different scenes to interact with the dialogue that was presented to the player. YARN really helped with that.
These are the videos that got me started and I think they do a good job of teaching the principals. https://youtu.be/WgLMq61Nnmw?si=4GvIhBdTuWmsR5sB
I use this system and global/scene/object variables to control what npc salespeople say to you. I also use it to report your resources, pull up item descriptions, and a few other things. You can also use commands inside of your dialogue to trigger events in GDevelop pretty easily too.
Just add a condition checking if player is in certain distance from npc and if it is add an action ordering to delete the text