Anything going on with separate GUI's for Text & Speech?
Care to clarify what you're asking?
Sorry - where you can have 1 GUI-box for speech & another for standard text. I was having problems before when I wanted to make King's Quest speech view, (with borders around it), but I wanted a GK view for information, (text displayed under the action with no borders). AGS allows for 1 modifiable GUI-box that it uses for both.
It was on the "to-do" list before, & I know the Object-Based scripting, obviously, took priority.
I might've missed your point, but couldn't you just change between the GUIs using SetTextWindowGUI(gui)?
Am I that stupid.....?
I set my Text window to GUI-X & then my Speech window will be different?
Yeah, it still uses the same GUI for Text and Speech, but you can use SetTextWindowGUI() to change between them during gameplay, so it looks like two seperate GUIs. E.g.:
SetTextWindowGUI (4);
DisplaySpeech (EGO, "Hey.");
SetTextWindowGUI (5);
Display ("Hey, yourself.");
(Or create custom functions that change for you)
As I say I might've missed your point but, if not, I doubt allowing seperate GUIs is very high priority, since it's easy enough to work around.
That's the exact answer to my question. It would be nice to have the windows fully separate, but this will work, thanks
Ah yes I remember what you're asking for now, I really should have implemented this by now, it's rather a glaring omission.
QuoteIt was on the "to-do" list before, & I know the Object-Based scripting, obviously, took priority.
Hm, which entry is it?
http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=394
http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=444
I'd say BB394.