Double text on custom dialog GUI, how to fix it **SOLVED**?

Started by Nerren, Tue 31/12/2024 00:41:22

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Nerren

I have a high res game I'm making.  Part of it is a custom textbox GUI and a custom high res font.  I've disabled outline on the font setting.  When dialogs happen (using Sierra with background style), the speech has the large font that I want, but also the generic dialog font showing up very tiny at the top of the box, essentially having 2 instances of the same speech text, looking weird and sloppy.  How do I remove this and just have the normal font size used for everything?

Plain old textboxes are fine, no issue, but speech has this double print as seen in the pic below:




Any thoughts or assistance is greatly appreciated.

Thanks,

Bill


eri0o

Can you share a print screen of this specific font properties?


eri0o

#3
What does TextBox Font means?

AGS uses the font with ID 1 for speech by default, did you set Game.SpeechFont ?

This is briefly explained in Setting up the game manual section.

I wonder if having some setting in Game Settings would make it easier if someone only has one speech font in their game - I am used to switching them a lot, which is why I never thought about this before.

Nerren

#4
TextBoxFont is just the name of the font I imported to use in the game.  In my globalscript.asc I have this code in there to set the default font for GUI 11 (the custom textbox):

Code: ags
function game_start()
{
  Game.NormalFont = 4;  // Large font for textboxes
  
}

Looks like I missed game.speechfont setting.  I added that in, and it works great!

Thanks for helping point me in the right direction!

Bill

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