I found that this is caused by removal of character name length restriction, but looking at exact set of changes in code I was not yet able to pinpoint the exact mistake.
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Show posts MenuQuote from: Dave Gilbert on Thu 21/12/2023 20:12:22I made a small test game using the bubble module and the current update, and of course the bubble works perfectly!So there must be something specific about my game that isn't playing nice with the update. I will see if I can narrow it down.
Quote from: Kastchey on Thu 21/12/2023 16:05:22So, in case it helps anyone else... The reason was that I had left an open /* in a custom script right above Custom Dialog GUI.
And while this did not visually comment anything out in the next script, I'm sure it quietly contracted the disease, making the engine treat the init() function as commented out.
overlay.CreateTextual(50, 80, 120, Game.SpeechFont, 15, "Blah blah blah.");
overlay = Overlay.CreateTextual(50, 80, 120, Game.SpeechFont, 15, "Blah blah blah.");
Quote from: imagazzell on Tue 19/12/2023 01:02:44How else can I keep the overlay displayed when leaving the function in which it was generated?
Quoteif the Overlay variable goes out of scope, the overlay will be removed. Hence, if you want the overlay to last on-screen outside of the script function where it was created, the Overlay* variable declaration needs to be at the top of the script and outside any script functions.
Quote from: Custerly on Mon 18/12/2023 06:11:38@Crimson Wizard thanks for the tip re the extra pixel on line spacing in labels. Does this mean that since my font height is 36 pixels per line, it actually takes up 37 pixels per line when printed to a label?
Quote from: imagazzell on Sun 17/12/2023 06:53:13I don't think I want to use SayBackground, because I want the character's speaking animation and speech clip to play like normal. I suppose, with no other option, I could fake it with SayBackground, a non-blocking animation of the character's talking view, and audio clips of the lines of dialogue, but that seems a bit clunky and sacrifices lip-syncing.
dgOpt1_OnClick(GUIControl *control, MouseButton button)
dgOpt1_OnClick(dgOpt1, eMouseLeft);
Quote from: heltenjon on Mon 11/12/2023 20:05:46Hmmm...could he solve it by making the key a character instead? A cKey could enter a room when iKey is dropped?
Quote from: Khris on Mon 11/12/2023 18:33:55Note that I don't use "else if" here because these commands are all different so the parser will never match multiple commands at the same time.
Quote from: Dave Gilbert on Mon 11/12/2023 14:23:01So for the first one, "SUM" is calculated by taking all the delays of each frame in the animation and adding them up?
Quote from: Dave Gilbert on Mon 11/12/2023 14:23:01And for "(animation speed * N)", which animation speed does this refer to? The speed you set for the character? Or the "delay" you set when you type in the Character.Animate command?
DUR_gf = SUM(each frame delay) + (animation speed * N)
DUR_s = DUR_gf / GameSpeed
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