According to the Command Reference file, the way to use an extra glyph in Dialog is:
<glyph IMAGE:STRING>
Includes an image in your dialog, inline with the text.
Ex: I love you!! <glyph heart>
(Displays the image "heart.png" from the extras folder after the text)
So I put an image in my game's extras folder called "Trailblaze Blue.png" and then inserted this into a dialog chunk:
<glyph Trailblaze Blue>
Dialog crashes every time when it reaches this command. How should this command be formatted? Interestingly enough, it gives me the same crash/runtime error as the mysterious "Dialog sometimes crashes in Cppia" bug. I am now wondering if that bug is related to the pointer, which I have never been able to display correctly. (It's always chopped off).
It just now occurs to me that I should remind you that I am using special code blocks that you created for me that set the Dialog window's position relative to an actor's position on the screen. I wonder if that might be why I am receiving some errors that no one else seems to be getting ... I'm talking about these blocks (which I had forgotten are not part of Dialog's intended design):