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Messages - Trademark

#1
Didn't know about the indenting thing, much thanks! That is what was missing from my attempts.
#2
From what I see, I can only use the run-script option, which will make it quite tedious to have to export every single line of text from dialog so I can apply boxes to them...from the looks of it, I am assuming there is no native way that dialog can be written inside textboxes, and I will have to use run-script to export the displaying of text so I can apply the textboxes.

It will be very tedious, but I guess it's the only way. When I wrote the first post I was hoping that there was a way around this, but I guess not.
#3
Thanks for the help, but my primary concern is placing speech bubbles or text boxes in dialog.  I've been using hypertext to replace Say for the text boxes but this does not apply to dialog, short of exporting all speech in the dialog via run-script so I can use Say.

If there is a method that can apply text boxes / speech bubbles to dialog without resorting to the above, it would certainly make my life much easier.
#4
Sorry for the double post, but I'm on a deadline for this project of mine and I need this solved quickly. I really need to know if I can apply text window boxes to Say and dialog without resorting to Hypertext or another module.  I don't see an option for it in General Settings, only for display and thinking from what I see. If not, what module can be used? Regular Say/dialog without text boxes / speech bubbles is something I cannot do, as my hands are tied.

Going further in my project right now would cause me problems if this isn't solved, so I hope someone will be able to shed some light on this matter.
#5
After a bit more digging I made a text window box, but those seem to only apply to text that uses Display, not Say, nor does it take effect on dialog. Using Lucasarts like I said before. How do I make it apply to text that uses Say to display as well?
#6
Using Lucasarts right now since Hypertext says I should, but I used Sierra initially. Changing to Lucasarts before seemed to not change anything when I tried it. So, you can make speech bubbles natively in AGS using Lucasarts? Sorry if that sounds dumb, but I find the documentation and the wiki for the game very confusing and hard to navigate...
#7
I've recently used the Hypertext module to give my characters speech bubbles to ensure that they can be read properly (even if the font still has some of the transparency color around it, looks a little bad, but readable...)

Anyway, after converting some of my Say stuff to the appropriate counterpart, I suddenly realized that my dialogs couldn't be converted this way. Do I really have to start exporting all the dialog using run-script so I can apply Hypertext.Say or is there a module or something like that that will do it for me? I looked around and couldn't seem to find a solution other than that.
#8
Ah, nevermind this. I tinkered around a bit more and managed to solve the issue, thankfully. Really don't know how I did it though. Please close and/or delete this thread.
#9
I've recently started working on a game. I'm quite a ways into making it, but then I decided to change the font a bit. I imported the Hypertext module (still trying to dechiper it) as well as imported the new fonts that came with it over the old ones. I turn off overlay for the fonts. I playtest, see the new fonts working in my initial narration (uses Display). Room loads, on first load script where characters talk (using Say) works as well. Then I interact with a character (Say script as well with some if conditions), and my game crashes with this error.



I've looked around and have not seen this problem yet. Is this a problem with Hypertext or AGS? I'm not sure since this is my first time changing the font.
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