@RootBound, it's working! I thought that 'Wait(1)' will be too short and that the player.ChangeRoom() function will cut it in the middle that I didn't even tried it. Thanks!!
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Show posts MenuQuote from: Crimson Wizard on Fri 28/07/2023 04:15:33This seems similar to what the SpeechCenter plugin does:
https://www.adventuregamestudio.co.uk/forums/modules-plugins-tools/editor-plugin-speech-center-version-2-2-0/
QuoteEditor is rather sensitive to the removal of project files. I might fix it to let it load at least.Forgot to relate to this:
QuoteIt is also a known problem that any change to a source text will cause it to create a new entry in the translation.I wanted to note that I've found that even if the editor makes duplicated lines, manually editing of the trs file and removing them (while their exact version already exists above in the file) and then recompiling it, makes the editor to relate the original lines again. And then, if you re-update the translation file from the editor it doesn't make duplications in the trs file for these lines again.
Solving this also needs a translation system redesign.
Quote from: CaptainD on Wed 26/07/2023 08:06:25Congrats on making your first game! I'm sure it will be the first of many.Thanks!!
Quote from: bicilotti on Wed 26/07/2023 20:00:48Voice acting was hilarious!Thank you so much! So glad you liked it.
A nice, short, polished game, I loved it!
Quote from: Khris on Tue 25/07/2023 22:14:41Nice work, just wanted to point out that AGS supports so-called extender functions.
Quote from: Crimson Wizard on Tue 25/07/2023 15:38:23Quote from: Gal Shemesh on Tue 25/07/2023 14:47:54For the time being I managed to create this custom function (end of page 2) to make character speech without having the '&' pointer in the actual strings, and so the translation file is now cleaned from speech file pointers whatsoever.
I have to clarify, that this function type won't work with the settings "custom say/narrate function in dialog scripts", because it currently expects function to have a single string argument. This is tied to how dialog scripts are parsed, so I don't see any feasible way to support an arbitrary function prototype at the moment.
Therefore it has to be called explicitly in the dialogs (with "custom function" settings one may use classic dialog script in the form of "charname: sais").
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