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Re: Dialog Extension
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Re: Dialog Extension
Justin
Posts: 4716
January 30, 2015, 06:16:12 pm
Great.
Although it's not gotten to that point yet, my plan with using the data structures extension as a backend for dialog is partially to make things like this easier. Most of what you did with code and looking up info in the definitions will all be more easily accessible from Design Mode in the future.
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BMJ
Posts: 278
January 30, 2015, 08:00:53 pm
Excellent, I look forward to that.
Another question -- I've tried replacing the scaling image with my own image and I can get it to display, but it displays VERY LARGE ... I'm running the game at a 2x scale ... does that matter? I've tried setting the scaling image to "no scale" in the Dialog Window options that uses this scaling image, but that doesn't seem to make a difference ... I reduced the image to 50% the size and now it's the correct size, but low resolution.
BMJ
Posts: 278
January 30, 2015, 08:03:27 pm
oooh ... I also noticed this error:
[Flash] openfl.Assets#getBitmapData(122): [openfl.Assets] There is no BitmapData asset with an ID of "assets/data/Message
Board@2x.png
"
Do I need to rename my image like it says in the extras folder?
Justin
Posts: 4716
January 30, 2015, 08:08:42 pm
Yeah, if you want it to display at the resolution you designed it at, and you designed it for 2x, you should use the filename you see in the error message.
My memory's a little hazy about how I designed the scaling stuff, so let me know if that works.
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BMJ
Posts: 278
January 30, 2015, 08:15:26 pm
It didn't seem to make a difference ...
BMJ
Posts: 278
January 31, 2015, 09:12:00 pm
Hi again,
I'm trying to get the <typesound> command to work with a list of sounds that are picked at random for each letter. In the Command Reference file, it seems that it should be formatted like I have in the included picture ... but I don't hear any type sounds when I test the scene. Have I formatted the command correctly? (I've triple-checked the spelling of all the sound resource names). I don't receive any error messages, FWIW.
Justin
Posts: 4716
January 31, 2015, 10:51:29 pm
An array doesn't require commas in the dialog syntax (but perhaps it accepts them? I don't recall).
Some modification of the code would be required to allow the sound to be randomly selected from a list.
I'll try to look into the scaling issue soon.
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BMJ
Posts: 278
February 01, 2015, 03:01:02 pm
OK, that's not a big deal -- I only asked because the Command Reference file said Dialog would randomly select them for each letter if I included a list of sound resources ... but that's not really a pressing issue. (In fact, I think I'll just approximate it with a single looping sound recording of "random sounding" pitches). The scaling image issue is more important to me but there's no rush with that, either -- I have tons of other stuff to work on in the meantime. Whenever you are able to look at it is great.
Thanks again for all the help.
Justin
Posts: 4716
February 01, 2015, 03:08:23 pm
Oh. That document must be outdated. That was a feature a while ago, but I didn't reimplement it for the version you're currently using. Sorry.
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