Open animasodo opened 4 years ago
To clarify, there's two issues here:
The new validation added at compile time is the one making the dialogue plugin not work (as it depends on that validation being only present in the event).
For the 16x16 engine modification. I'm not familiar with it but I'd assume that the issue will be solved by reapplying whatever changes were introduced to the engine to make 16x16 grid working to a re-ejected engine. So that's not a bug, but expected behavior for any changes made to engine and you should be getting a warning on compile time about it.
Does the new version have changes in the actor and top-down files?
Actor_a.s was changed for the vertical camera movement.
A list of changed files should be appearing in the log when you build the rom.
On the enhanced dialogue plugin I can probably update the extra validation to allow some of the things this plugin is introducing, potentially even bring a lot of that functionality into the core dialogue event so the plugin isn't needed.
Oh, that would be great, but I want to overflow the text, I'll use four lines, two of them for Japanese syllabic diacritics, like Pokemon, unless you supported those natively. Maybe you could just find a way?
There are only two syllabic diacritic characters, dakuten (゛) and handakuten (゜). I made this ascii file for multi-line Japanese, the dakuten is ø
and the handakuten is ù
. Btw, here's the converter for it.
Multi-line Japanese would only use 18*2+2=38 characters.
Also, now that I got to test the modified engine, I added all the beta4 features to the modified files and deleted the older unmodified files, and it won't work. My player can't move. This modification worked fine in beta3.
Hi @Animacreep I'm working on #609 which should allow four lines with up to 52 characters total before you overflow into the background tiles. Do you think that would work for you?
As for the character being unable to move, by any chance do you have scripts attached to the dpad buttons? Beta4 included an update that made dpad scripts override the default movement behaviour (which matched how GB Studio 1.2.0 worked)
If you've scripts attached and still need the character to move we may need an optional flag to keep the default behaviour on the "Attach Script To Button" event (which I was hoping to avoid if possible)
If you don't have any input scripts attached to the dpad it may be something wrong with your modified engine, have you tried deleting your engine folder (keeping a backup first obviously!!) and rebuilding, that will use the inbuilt engine again and you can see if that version works it's something wrong with your changes.
Hello, yes, that would work for me. I've tried disabling the attached joypad scripts and it seems to work now!
Thank you so much!
If you've scripts attached and still need the character to move we may need an optional flag to keep the default behaviour on the "Attach Script To Button" event (which I was hoping to avoid if possible)
I think you really do need that flag. It could solve a lot of problems. I’ve seen another person have one and myself for different situations. I could submit a request or report if you’d like
Describe the bug The latest update (beta4) breaks um3k's Display Dialogue Enhanced event and engine modifications (actor and top down files).
Expected behavior They should work like in previous versions. According to @pau-tomas , this is because of an extra validation. um3k's Display Dialogue Enhanced event should display more than 3 lines (4 for me), yet it only displays 3. The engine modifications should make the player move on a 16x16 grid, but I can't move the player. I attached a .zip with the modified files: engine.zip.
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