Is there a way to make the wave effect each character independently, rather than the whole string going up and down? I'm trying to achieve more of a ripple effect.
[GMS2 2022.3] I had a little problem with DialogueSystem_v121.yyz, when I started the Demo an error ocurred after the first textbox, I could fix it by changing line 10 of Create Event of obj_camera from [ [1,1, 9,2, 16,4], -1, [1,3]], to [ [1,1, 9,2, 16,4], [-1], [1,3]], search [CTRL + SHIFT + F] for the word "Welcome" to find it.
does anyone know how to change the default font color? i know it says to just change "default_col" in obj_textbox but that does nothing at all. i know ive fixed it in projects ive used this for before, but i cant remember how i did it and cant figure it out this time.
EDIT: leaving this up for both future me and anyone with a similar problem. in the actual create_dialogue script it sets the default text color as c_white directly, which seems to overwrite whatever youve set in the textbox. i know the default_col variable does get used in the code of the textbox object but i dont really have the attention span to figure out exactly why it doesnt take effect. i just changed the default in the script.
hey, in case anyone was trying to get this to work on html5: the issue is that sometimes, when pulling from the dialogue youve defined from your speaker, you can leave it blank - since html5 is stricter, this undefined value youve passed in is an error rather than being detected as a 0 and not being passed on
say for example youve not defined colours for a line, instead of it looking like [0,0,0..] (i.e. default colours), it will look like this [undefined,undefined,undefined...]. the main solution is to add a !is_undefined(...) to the value youve passed in from the speaker. i hope this helps somebody!
hey, thanks for posting this -- i know you commented this a long time ago, but i was hoping to get some clarification, if you dont mind, since im having this problem.
when you say "add !is_undefined(...)", where are you actually putting it? i tried to use this solution and i couldnt quite figure it out.
(using GMS 1, so if youre using 2 idk if this will help)
hey! i think i finally figured this one out, though its not a complete solution it looks like. its in the create_dialogue script, down in the switch(arg_count-1) statement.
at the end of each case youll see an if statement that checks if(a[i] != 0) . i added && !is_undefined(a[i]) to each one, and from a quick test it looks like that worked, at least in the base project.
since the text events use a different script than the normal dialogue, however, those are still broken.
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doesn't work in gm 1 anymore :(
(or at least for me)
Is there a way to make the wave effect each character independently, rather than the whole string going up and down? I'm trying to achieve more of a ripple effect.
Does anyone know a way to get this to work with non-monospaced fonts?
I banged my head over this for a solid month and found no solution. Sorry, mate!
I ran into an error when running the demo in a new project:
ERROR in
action number 1
of Alarm Event for alarm 0
for object obj_textbox:
DoDiv :2: undefined value
at gml_Object_obj_textbox_Alarm_0 (line 16) - effects_al = array_length_1d(effects[page])/2;
############################################################################################
gml_Object_obj_textbox_Alarm_0 (line 16)
gml_Object_obj_textbox_Step_0 (line 20)
This happens right after hitting "E" to go to the next page, at the first dialogue box.
I have IDE version 2022.5.1.16
same issue
[GMS2 2022.3]
I had a little problem with DialogueSystem_v121.yyz,
when I started the Demo an error ocurred after the first textbox, I could fix it by changing line 10 of Create Event of obj_camera from
[ [1,1, 9,2, 16,4], -1, [1,3]],
to
[ [1,1, 9,2, 16,4], [-1], [1,3]],
search [CTRL + SHIFT + F] for the word "Welcome" to find it.
(GMS 1)
does anyone know how to change the default font color? i know it says to just change "default_col" in obj_textbox but that does nothing at all. i know ive fixed it in projects ive used this for before, but i cant remember how i did it and cant figure it out this time.
EDIT: leaving this up for both future me and anyone with a similar problem. in the actual create_dialogue script it sets the default text color as c_white directly, which seems to overwrite whatever youve set in the textbox. i know the default_col variable does get used in the code of the textbox object but i dont really have the attention span to figure out exactly why it doesnt take effect. i just changed the default in the script.
I wish you still supported this project.
can someone please explain to me how to use the script_execute_alt function
better yet, please explain how do i execute 2 or more different scripts at the same time after going through the dialogue line like:
i++;
myText[i] = "lets go!"
mySpeaker[i] = id;
myScripts[i] = [script_room_goto, room_2]
I want two scripts to happen - room_goto which is working fine but also another script for switching the image_index, how do I do that?
Hey there!
A simple way to do this is use the script event to trigger multiple actions by setting up the condition within the dialog child.
// create
nextroom2 = 0;
//step
if (nextroom2 == 1)
{room_goto(room_2); image_index = new_index; nextroom2 = 0}
//User Event 0 (your dialog script)
[ChooseVariable,object_name,"nextroom2","1"]
did you mean to say "change_variable" for the function name here?
I think you're right! I had changed the default script name for myself and forgot about that.
hey, in case anyone was trying to get this to work on html5: the issue is that sometimes, when pulling from the dialogue youve defined from your speaker, you can leave it blank - since html5 is stricter, this undefined value youve passed in is an error rather than being detected as a 0 and not being passed on
say for example youve not defined colours for a line, instead of it looking like [0,0,0..] (i.e. default colours), it will look like this [undefined,undefined,undefined...]. the main solution is to add a !is_undefined(...) to the value youve passed in from the speaker. i hope this helps somebody!
hey, thanks for posting this -- i know you commented this a long time ago, but i was hoping to get some clarification, if you dont mind, since im having this problem.
when you say "add !is_undefined(...)", where are you actually putting it? i tried to use this solution and i couldnt quite figure it out.
Hey did anyone ever figure this out? I'm getting the same error!
(using GMS 1, so if youre using 2 idk if this will help)
hey! i think i finally figured this one out, though its not a complete solution it looks like. its in the create_dialogue script, down in the switch(arg_count-1) statement.
at the end of each case youll see an if statement that checks if(a[i] != 0) . i added && !is_undefined(a[i]) to each one, and from a quick test it looks like that worked, at least in the base project.
since the text events use a different script than the normal dialogue, however, those are still broken.