Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: san.daniele on Thu 02/05/2013 09:56:47

Title: [SOLVED] Display Dialog on Custom GUI
Post by: san.daniele on Thu 02/05/2013 09:56:47
It took me forever to get into the whole string/label/GUI thing, but I figured most of it out.

I'm displaying everything spoken in a label on a custom GUI. Right now I'm editing all Dialogs to change the standard format into player.Saa("message");
As I understand there's no other (easy) way around this.

But what do I do with the Dialog options themselves?
When the player chooses one of them the character is still going through a player.Say("option1") (at least that's what it looks like), thus having the character in his speech cycle without anything showing (transparent font).
(I hope I managed to explain myself)

edit: Lucasarts speech style
Title: Re: Display Dialog on Custom GUI
Post by: san.daniele on Thu 02/05/2013 10:33:39
omg it's enough to just unclick the "Say" button.
Guess I couldn't see the übersimple solution after struggeling with custom functions for the last hours.