Dialog Extension General Discussion

Justin

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  • Posts: 4716
It's probably because the engine extensions directory has been moved for 3.1. I've updated the instructions on the site and in the download to reflect this.

The new location for the "dialog" folder is "[Your Stencyl Workspace]/engine-extensions/dialog".
For Live Support: Join our discord server and ping me @justin.
I'm most often available between 10am and 10pm Japan time. (GMT+9)

Josenil

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Hi Justin, i tried install your extension but doesn't successful, please you could make tutorial showing how install? really i believe that's ask don't just mine.
Thanks for your time

PhaserRave

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  • Posts: 81
This looks incredible, thanks!

Edit: I can't seem to install it. I put the files in the respective folders, but it doesn't appear in Stencyl.

« Last Edit: May 31, 2014, 12:37:39 am by PhaserRave »
"I refuse to answer that question on the grounds that I don't know the answer." -Zaphod Beeblebrox

duud

  • Posts: 96
Just follow a new set of instructions and make sure you place the files in the Stencyl Workspace folder, not in the Stencyl installation directory. To check your Workspace folder, go to Debug -> View -> View Workspace Folder in the Stencyl interface.

I hope it helps, I had the same problem.
I am currently working on SocioPath, an interactive experience about the existence of a contemporary man. You can play a demo on http://gamejolt.com/games/adventure/sociopath/33079/

Jkniager

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This shows up in my extensions manager, but the sample game still won't work.  The blocks also don't show up in the palette.

PhaserRave

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  • Posts: 81
Just follow a new set of instructions and make sure you place the files in the Stencyl Workspace folder, not in the Stencyl installation directory. To check your Workspace folder, go to Debug -> View -> View Workspace Folder in the Stencyl interface.

I hope it helps, I had the same problem.
That works, thanks!
"I refuse to answer that question on the grounds that I don't know the answer." -Zaphod Beeblebrox

Jkniager

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Never mind I got it working.

Vadim Va

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Hello, my friend!
I downloaded and installed your program "Dialog".
I am not a programmer and gradually (by comparison) figured out how to use it ... although not yet to the end ...
But I'll deal - I promise! :)
I want to ask you: how can I add in "Dialog" the new font types (such as those that I can download StencylForge)?
And in this extension assign control buttons events?
I could change designated "V", "C" & "X" into convenient for my game?

Ogiul

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  • Posts: 229
Sorry, as suggested by Irock in February, I've tagged and moved my post about highlighted text in a new thread  (http://community.stencyl.com/index.php/topic,33393.msg189873.html#msg189873).

Thank you for the Extension!

« Last Edit: June 30, 2014, 10:14:58 am by Ogiul »

wilbo

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Hi, I'm just diving into this extension now. Seems great so far, really powerful and customisable! I just have one issue/question: Our game is set up so that the game runs in full screen at a 2x Scale (all the graphics are imported at 2xscale to accomodate this). However, this means that the font we use for the dialog system comes up pixellated in full screen - presumably because the font is being drawn at 1xscale and then just upscaled.

Has anyone hit this issue? Any fixes? Thanks!

wilbo

  • Posts: 115
As an example of what I'm talking about, here is a screenshot of the game in fullscreen, at 2xscale. I've used the 'draw text' block within Stencyl to display text in the top-left of the screen, and the dialog extension to display text within the dialog box at the bottom there. They're both using the same font, but as you can see the font is twice as big as it should be in the dialog box. The font is a bitmap font that I imported at 2x size.


demorashade

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i do not know how to put extensions in stencyl, including this one, can you please help me

ShadowXX

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Thank you for the extension. It works perfectly.

Could you help me out with this question:

How do I make it pause the game whenever the Dialog box appears and unpause it whenever it disappears?

Justin

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  • Posts: 4716
Assuming you haven't edited the settings too much, there's a certain game attribute that you can check to see if dialog is already open. You can use that Game Attribute (by default it's set to "Dialog Open") and make your player/any other actors unable to move until that attribute is false again.

The block for checking the value of a game attribute that's not defined in the UI is
Attributes > Game Attributes > [value of game attribute with name: [text]]

Or you can just create a boolean game attribute called "Dialog Open" to make it more convenient to use.

if < [value of game attribute with name: [Dialog Open]] >
- //don't allow the actor to move
For Live Support: Join our discord server and ping me @justin.
I'm most often available between 10am and 10pm Japan time. (GMT+9)

ShadowXX

  • Posts: 41
Hey, cheers Justin. I did find a way to unpause it via a custom event, but still thanks for being here.
I'm a full-on designer... I mean my eyes start hurt whenever I see a piece of code. So I'll be back with more problems really soon.