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DIALOGUE 2.5

PostPosted: Wed Oct 15, 2008 3:36 am
by pyrometal
This text engine is an upgrade of DIALOGUE 2.0. It allows you to load your own fonts and use them inside the dialogue prompts instead of the imposed default. An example of the format which must be used is included in the demo. Like always, the demo explains itself through its engine! I am hoping to see this used in some of your futur projects! Do not hesitate to ask questions!

DIALOGUE 2.5.zip
Enjoy!
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--pyro

Re: DIALOGUE 2.5

PostPosted: Wed Oct 15, 2008 5:43 pm
by Spidy
wow thanks

Re: DIALOGUE 2.5

PostPosted: Thu Oct 16, 2008 4:54 pm
by zygoth
When I click game mode, it makes the noise but I can't see the words...does anybody else have this problem?

Re: DIALOGUE 2.5

PostPosted: Thu Oct 16, 2008 7:06 pm
by pyrometal
zygoth wrote:When I click game mode, it makes the noise but I can't see the words...does anybody else have this problem?

This happens if TEST_DIMENSIONS.bmp isn't in the same folder as the game, or for some reason cannot read it. Is it in there?

Re: DIALOGUE 2.5

PostPosted: Fri Oct 17, 2008 1:03 am
by zygoth
Yeah, that fixed it. By the way, how would you integrate this into a game? would you use the merge games option or what? Very nice text. :)

Re: DIALOGUE 2.5

PostPosted: Fri Oct 17, 2008 4:52 am
by pyrometal
You would have to put this system inside your game. Build something that is able to use it's functions in game. You can use it anywhere this type of text is required, such as rpgs for example. I will personally use this in my future games, showing its full potential. Lol, I'm glad you like my font! I never used the merge function, I don't know if it could be used or not... sorry.

Re: DIALOGUE 2.5

PostPosted: Sun Oct 18, 2009 4:42 pm
by MysticTrunks
very nice example, but where is the window graphic held? is it default with game-editor?

Re: DIALOGUE 2.5

PostPosted: Sun Oct 18, 2009 6:34 pm
by jimmynewguy
it's drawn in the global code

Re: DIALOGUE 2.5

PostPosted: Mon Oct 19, 2009 2:10 am
by pyrometal
Correct, it's drawn algoritmically using the size of the canvas actor. Changing this will require you to modified the drawing code or make your own, OR simply not use the drawing code at all and replacing the dialog box with a standard actor containing the graphics required. Hope this helps!