Well, there is a lot happening in a starting sequence like this.
First is having some sort of dialog system set up. There is a few dialog related plugins on the Godot asset library if I remember correctly, so maybe you can use one of them if you need/want-to. You can also make your own custom dialog system as well. Having made a few myself, it’s not too hard once you get the hang of it.
Next is making the dialog box disappear. This depends on how the dialog system is setup. In theory the dialog system could send a signal when the dialog is fully finished. Then you have a script connected to this signal, and then in that script you can make the dialog box invisible when the signal is emitted, either by deleting/destroying the dialog box (using something like queue_free) or you may be able to just change the visible property.
Making the dialog box disappear really depends on how the dialog system is setup. Without knowing the dialog system, I would say your best bet is to change the visiblity property to false when you want the dialog box to disappear.
Moving animated sprites can also be tricky. It could be something as simple as setting up an AnimationPlayer with the animation you want to play, and then calling play(“insert animation name here”), or something more complicated like calling functions and having each of the sprites handle their own movement and animations.
I would say there is no standard way to do this, as it really varies depending on your project and your experience.
Making the dialog box reappear also depends on how your dialog system is setup. If you deleted/freed the dialog box to make it disappear, then you will need to make/instance another dialog box with the new dialog.
If you made your dialog box invisible using the visible property, then you will need to set visible to true and then change the dialog with the new dialog.
Making the animated sprites move again is the same as before: it really depends on your project and experience.
Changing scenes to the tutorial scene is fairly easy though! If you have the resource path to the scene you want to change to, then you just use the following code once the dialog is finished:
get_tree().change_scene(“res://Path_To_Other_Scene.tscn”)
You may want to add a transition where the screen fades to black or something before you change scenes though.
Hopefully this helps give an idea on what you need to do. :smile:
I would give more specific advice, but most of it really depends on how you have everything setup. Also, I have not done this before myself, so this is speculation based on other projects I have worked on.