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Messages - dad d

#1
Perfect, had to change the one visible to true, but with that I've got it working.  Apologies not having read that out of the manual, I haven't ventured into custom commands outside of this solution.  Now I feel set though! (nod)
#2
Okay that makes sense, I hadn't implemented anything to bring it up so I wasn't catching that organically.

On implementing the code above,  I added the portion to the on_mouse_click section of the global script, but when I add the rest to the top of global, I still get an error calling for DisplayTextBox("Sentence here") [or to be precise I named it Message() ] in my room script.  Do I have to define the function in each room individually?
#3
Ah, as in when you use the tool "Add GUI Textbox" as opposed to "Add GUI Label" or "Add GUI ListBox" when editing a normal GUI
#4
OK I think that will do the ticket exactly, thanks for all the help!

Out of curiosity just as I'm learning AGS, what's the difference between a non-textbox GUI that you add a texbox layer to compared to adding a label to it?  I had actually tried doing the former at one point while experimenting.
#5
That seems just about perfect other than no height set!  Is there anything hackey to get around that, like say building the command to display the text on an invisible textbox and also toggling visibility on a fixed size UI piece beneath it?

That, or, is there a way to get the desired result with more backend code, but have the end result still as simple as
Code: ags
DisplayTextBox("bla bla bla")
as you put it
#6
I had been through a couple of these threads, but my wording probably wasn't specific enough on my goal: Even if it is via a custom command, I am looking to just display a single message textbox that disappears on click - not initiate a dialog sequence or have a character portrait displayed.  So maybe the question then becomes how to adapt one of the examples in those threads to that simpler format?
#7
I am making a first person detective adventure game using the VerbCoin template for interactions and so far I've used primarily hotspots and Display() for the text you get as you inspect objects in the rooms. 

My issue I can't solve comes into my trying to emulate the style of the series I've based my game on, where the text box is in a fixed position at the bottom of the screen like a visual novel every time your character thinks to himself.  From scrubbing the forums I've gathered that a true fixed position & size textbox just isn't doable, but I'm trying to find the workaround that keeps the workflow of designing the rooms as simple as possible.

My first thought is wondering if there's a way to execute a function every time Display() is used which just displays a different piece of UI and takes the text from the Display command to put in its text field instead.

The values I'm trying to use are textbox size 640x109 and position 0,339.
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