Okay, I admit it was not too clear. I got confused!

I'm trying to make a conversation between 2 characters. Basically, it works like this:
- Stop the gameplay (player cannot control the character)
- Character 1 does something (an animation, moves around, etc).
- Then everything stops and there is a dialog shown, with the text the character is saying (Not a dialog window like a "yes" "no" window, just a part of a conversation). This dialog stays there until the player presses the proper message dismissal button.
- When the message disappear, Character 2 does something (an animation, moves around, etc.)
- Then everything stops and there is a dialog shown, with the text the character is saying (Not a dialog window like a "yes" "no" window, just a part of a conversation). This dialog stays there until the player presses the proper message dismissal button.
- (Repeat as needed until the conversation is over.)
- Finally resume the gameplay, giving back the control to the player.
The two counters "Pause" and "inDialog" are used to indicate which are the rules to execute. I couldn't rely only on the "Pause" counter, because I also use it when the menu appears, etc. So I had to put the game on hold with the "Pause" counter and then confirm that it really is a dialog or a cutscene that I want to execute by setting another counter: "InDialog".
I'm saying it seems like a lot of work, because I need to be careful with what I do with the sprites during the conversation (since all their rules are turned off, they could walk trough a wall, etc) and, well, it basically becomes like making a movie rather than a game. There is no real timeline tools to do, for example: "Character 1 moves toward Character 2 for 1 second (or on a specific distance) then stops, then show the dialog, then wait for input". So I wondered if it would e a better approach to duplicate my gameplay maps to make cutscene maps. This way I could isolate the problems and be sure that everyhing is okay when I load the gameplay map.
But then, I'm not sure it is the best approach and I haven't tried it either. So I wondered if someone actually accomplished something similar previously.
I hope it is easier to understand now!
