Quote from: Snarky on Tue 07/04/2015 15:40:23
Do you follow? Test it out!
More than likely, there are some bugs somewhere in this code, which I haven't tested myself. Let me know if anything breaks.
Woah. This is a lot of text. O_O *takes a few days to catch up on college work before trying to implement everything*
Okay. I followed all the steps. I almost got tripped up by the instruction to change the speech font property to cloisterblack (before I realized you were just asking me to change the number "1" to "3"), and then I got pretty tripped up by the end when you used lowercase "s" in the "speechview" thing.
But at long last we have a beautiful set of codes and whatnot that do exactly as you have envisioned. I just have one problem with this.
The default font is white with a black outline. That's ingenious because if you change the white to another color, the black stays, so its always legible. But all other fonts I import don't do that. (I'm honestly surprised I can import fonts intended for word documents into a gamemaker at all).
The logical thing to do is add back the SierraWithBackground but white looks kinda awful on these backgrounds. If I could change the color of the default background with a line of code that would basically fix this, but I don't seem to see a way for that to happen.
I could write a Gui, and that changes the background color... but it also overwrites the text color, and I can't find any lines to code to change that so that it varies from character to character. I have tried numerous things to change that, including trying to straight up change it midroom with lines like
BlockyGui.TextColor =1024;
cLuigi.SpeechColor =1024;
And now its 2:33am and I'm basically out of ideas.