Kailia 0 Report post Posted February 24, 2012 (edited) Alright, what I want is something like this: http://www.rmxpunlim...message-system/ Except, that script is badly broken. So here is a detail of what I need exactly: NPC's should be able to talk using speech bubbles (using graphics from this script if possible) I need to do an intro text scene, so the ability to have 5-8 lines in 1 message would be nice. No changing of font please. I want to use the default font. speech bubbles need to be able to come in "say" "yell" and "thought" *Edit* ability to have 2 message bubbles open at once. That is all I need for my game. No need for fancy extras like what ccoa has in his UMS script. Also, the script must be compatable with the Animated Menu System by Moonpearl, and GubiD's Tactical Battle System. Edited February 24, 2012 by Kailia Share this post Link to post Share on other sites
Moonpearl 32 Report post Posted February 24, 2012 (edited) I might have what you need. It actually simply displaces the message window so that it anchors to an event, so basically you just need to set a game variable before each Show Message event command. I could just replace the windowskin with bubble graphics. Also, you're asking to keep the default font, does that include size as well? Because it makes pretty large bubbles (although then you're absolutely sure that everything fits). Glad you like my CMS by the way. Edited February 24, 2012 by Moonpearl Share this post Link to post Share on other sites
Kailia 0 Report post Posted February 24, 2012 I might have what you need. It actually simply displaces the message window so that it anchors to an event, so basically you just need to set a game variable before each Show Message event command. I could just replace the windowskin with bubble graphics. Also, you're asking to keep the default font, does that include size as well? Because it makes pretty large bubbles (although then you're absolutely sure that everything fits). Glad you like my CMS by the way. Nah font for npc chatting, doesn't have to be the same size. There was 1 other feature I forgot to add. I edited the main post with it. Share this post Link to post Share on other sites
Moonpearl 32 Report post Posted February 24, 2012 *Edit* ability to have 2 message bubbles open at once. Ah, now that's another story. I think I can do it but it would require much, much deeper rewrite. I'll give it a try and stay in touch. Share this post Link to post Share on other sites
Kailia 0 Report post Posted February 24, 2012 Thanks moonpearl. Share this post Link to post Share on other sites
ForeverZer0 44 Report post Posted February 24, 2012 http://forum.chaos-project.com/index.php/topic,5907.0.html I didn't write this script, just de-SDK'ed it and made a few minor improvements, but this might work for you, Share this post Link to post Share on other sites
Kailia 0 Report post Posted February 24, 2012 http://forum.chaos-p...pic,5907.0.html I didn't write this script, just de-SDK'ed it and made a few minor improvements, but this might work for you, Yeah I tried that one, it's not compatable with moonpearl's animated menu script. Share this post Link to post Share on other sites
ForeverZer0 44 Report post Posted February 25, 2012 That's very strange. I haven't looked at the menu script, but a menu and a message system usually don't have compatibility errors since they deal with different classes. Hard to say without seeing the other script though. Share this post Link to post Share on other sites
Bigace360 38 Report post Posted February 25, 2012 Yeah I tried that one, it's not compatable with moonpearl's animated menu script. Well what was the error that was created when you tried to play the game with both systems? Share this post Link to post Share on other sites
Moonpearl 32 Report post Posted February 25, 2012 That's not it. It's not compatible with my Scene_Base script, which I include in all of my scripts.This is pretty sad considering I gave my best to write it so that no compatibility error would show up, that's the first time I encounter one. I had a quick look at your code and it seems like it has a problem with you adding a parameter to Window_Message#initialize. What I don't understand, though, is why it crashes with my script and not without it. I mean, if you've correctly overriden the Scene_Map class so that it doesn't create a Window_Message in the old fashion anymore, this should not be a problem, with or without a Scene_Base modified Scene_Map. Share this post Link to post Share on other sites
Kailia 0 Report post Posted February 25, 2012 Well what was the error that was created when you tried to play the game with both systems? Script 'Scene_Base' line 256: ArgumentError occurred. wrong number of arguments(0 for 1) The line in question upon opening the script was: @message_window = Window_Message.new # Make message sprite Share this post Link to post Share on other sites
Moonpearl 32 Report post Posted February 26, 2012 There. i hope this satisfies your request: http://www.rmxpunlimited.net/forums/topic/8377-balloon-messages/ Share this post Link to post Share on other sites
Kailia 0 Report post Posted February 27, 2012 (edited) There. i hope this satisfies your request: http://www.rmxpunlim...lloon-messages/ Well I tried your script out. Your demo is producing a bug on my screen, and when I tried importing it into my game, the game would pop up an error that the script was hanging. Edited February 27, 2012 by Kailia Share this post Link to post Share on other sites
Moonpearl 32 Report post Posted February 27, 2012 (edited) That'bad, but unless you're more specific, I cannot help you. Edited February 27, 2012 by Moonpearl Share this post Link to post Share on other sites
Kailia 0 Report post Posted February 27, 2012 well here's the screenshot from your demo of the bug I am seeing: Share this post Link to post Share on other sites
Moonpearl 32 Report post Posted February 27, 2012 You forgot to edit the font settings. The version you have is set by default to use a font that is probably not installed on your system. You may re-download the demo if you can't figure how to do this, I uploaded a fixed version. Share this post Link to post Share on other sites
Kailia 0 Report post Posted February 27, 2012 (edited) Solved the hang up problem. The balloon message system needs to be put into the project first, then your menu system goes below it. After wiping out all the scripts (backed them up in a test bed project) and repasting them 1 system at a time, everything is in working order! Thanks for the message system moon! Now all I gotta wait on is the day you make a shop script that can use a skin like your menu system :) Edited February 27, 2012 by Kailia Share this post Link to post Share on other sites
Moonpearl 32 Report post Posted February 27, 2012 Thanks for the message system moon! You're welcome, it was a big personal challenge and I'm glad I was able to take it. Now all I gotta wait on is the day you make a shop script that can use a skin like your menu system You'll see it soon enough, in the next release for ACMS. Share this post Link to post Share on other sites
Hodgeelmf 3 Report post Posted April 16, 2012 This thread's a little old now I guess, but in response to Kailia's original message, I updated my Message Script (the one referenced at the top of the post) so it should not be broken any longer. All of the specifics requested by Kailia are present except for the "'say', 'yell', and 'though'" which I don't quite understand. That includes the "5-8" lines of message text (though admitedly it takes a bit more work) which can actually show as much text as you can put out there. 1 Jon Bon reacted to this Share this post Link to post Share on other sites
Jon Bon 43 Report post Posted April 16, 2012 This thread's a little old now I guess, but in response to Kailia's original message, I updated my Message Script (the one referenced at the top of the post) so it should not be broken any longer. Hey that's awesome mate. 2 months isn't even really that long. Tying up loose ends is priceless, now this thread post is complete. Keep up the good work, and thanks on behalf of the community for fixing that up. ~Cheers! Share this post Link to post Share on other sites
Moonpearl 32 Report post Posted April 17, 2012 All of the specifics requested by Kailia are present except for the "'say', 'yell', and 'though'" which I don't quite understand. Kailia wants balloons to take different shapes, see my Balloonskin system for an illustration. Share this post Link to post Share on other sites
LegendaryGameMaker 0 Report post Posted May 31, 2012 still... for ever zero there is a problem with your tutorial cuz when asking you can move you need the SDK's script though.. Share this post Link to post Share on other sites