Version 1.20


WHAT'S NEW?

  • I've gotten rid of the "myChangeVars" argument and replaced it with a more general "myScripts". Now, you can execute a script after any line of dialogue (including dialogue choice lines where the script you perform can depend on player choice). See the updated documentation for myScripts
  • I did some tidying of the scripts and you should now only have to set variables for lines when you want to overwrite the default. Hopefully this makes setting the variables more intuitive - as always, please see the example project where I give some examples of how to set out the dialogue.
  • The name_col variable (which controls the colour the names are drawn) was being overwritten in the Draw event to always be orange. This has now been fixed and you can set whatever colour you like. 

WHAT DO I HAVE TO RE-IMPORT?

  • ALL the scripts, obj_examplechar, and obj_textbox will need to be re-imported as they have all been tweaked.

Files

DialogueSystem_v120_GMS2.yyz 153 kB
Jul 22, 2018

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Comments

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Hey! Love your system. I managed to use the argument myScript in a create_dialogue by using an object which has as parent the par_speaker but I cannot manage to use this argument in a create_textevent, indeed, the script is executed just when the textbox appears. How do we use it ?

(+1)

Hey there! :)

I was looking at the wave effect, and I noticed that it was just making the whole word move up and down as opposed to by character. I managed to fix it by adding +cc in the Draw GUI event for the "wave case" - like it does in the "wave AND colour shift case" - so it reads: 

case 2: //wave
var so = t + cc;

Love your work!