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(1 edit)

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.

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Does anyone know a way to get this to work with non-monospaced fonts? 

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I banged my head over this for a solid month and found no solution. Sorry, mate!

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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
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same issue

(+2)

[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.

(2 edits)

(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.

(+4)

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!

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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.

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Hey did anyone ever figure this out? I'm getting the same error!

(1 edit)

(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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