Turbo mode works better for this engine, but it works in standard as well. Turn on turbo mode by shift clicking the green flag. Most of the instructions should be in the project. Check the comments in the code, I spent time to make these easy to understand. Press Z to go to the next line of text, if using turbo mode (because turbo mode is just better) use X to skip. This is my Improved Text Engine, complete with a nice font (and support for adding more font sets), many, MANY more characters (including diacriticals and miscellaneous symbols), autowrapping speech, nice spacing (no longer using the monospaced with exceptions model of my other engines), and many other small improvements. Backpack the text sprite into any projects you want to use it for, and then trigger dialogue using broadcasts (or whatever else you want to use, really). Let me know if you have any questions or concerns, I can try to fix any bugs that come up if you notice them.
I developed this system over a long period of time. This is just the best version I have been able to create so far. -When developing the earliest version of a text generation tool, I used the code from Levi's Quest RPG by @Will_Wam to figure out that I needed to use custom blocks and costume names for the basis of my engine. -I was struggling to find a good design for an asterisk (*) that could be done in pixels and didn't take up too much room, so... I feel I should mention that the asterisk used in the font is modeled after the one used in Undertale. It's not exactly the same. But it does look kind of out of place with the rest of my font, and this is the reason why. You can use the code/font/sounds(/speaker icons I guess?) however you want.