Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Slasher on Thu 23/11/2017 05:12:19

Title: SayAt and GUI's
Post by: Slasher on Thu 23/11/2017 05:12:19
Hi I have my characters SayAt at the top of the screen.

This all works fine... that is until I call Esc, F5 or F7 ... When I save/load or cancel the SayAt Drops down the screen.

There are no gui's in the way.

Possible reasons?

Cheers

Title: Re: SayAt and GUI's
Post by: Snarky on Thu 23/11/2017 07:17:11
I think that's just how SayAt() works. It's full of funky behavior to try to avoid overlapping with anything else, and it probably assumes you're using the standard GUIs.
Title: Re: SayAt and GUI's
Post by: Slasher on Thu 23/11/2017 07:50:12
Quote from: Snarky on Thu 23/11/2017 07:17:11
I think that's just how SayAt() works. It's full of funky behavior to try to avoid overlapping with anything else, and it probably assumes you're using the standard GUIs.

Tell me about it (laugh)

Anyhow, I imported an earlier Template and all is OK. I will just have to keep a very close eye on what I do and try to avoid this situation happening again.

As I have mentioned previously, the SayAt is not on any gui...

Cheers Snarky...

Title: Re: SayAt and GUI's
Post by: Crimson Wizard on Thu 23/11/2017 15:25:18
Quote from: Snarky on Thu 23/11/2017 07:17:11
I think that's just how SayAt() works. It's full of funky behavior to try to avoid overlapping with anything else, and it probably assumes you're using the standard GUIs.

Yes it actually does that. I recall seeing a code that moves speech text down in case some GUI is on top of the screen. It does not care whether it actually overlaps or not, just the presence of GUI on screen causes this.
Title: Re: SayAt and GUI's
Post by: Slasher on Thu 23/11/2017 16:02:54
There is actually a narrow gui below it... about 9 pixels clearance from character.