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Fakaktus

4
Posts
A member registered Jan 15, 2019

Recent community posts

This is amazing. The devs should pin this to their FAQ or something. Great work and thank you

Never a thing such as too late! I hope :)

Would love to hear your solution

Found out how to fix this, have a general global game object.

At the create event put this code: (This will get the width and height of you camera, here the camera is 0)

var _view_width = camera_get_view_width(view_camera[0]);
var _view_height = camera_get_view_height(view_camera[0]);
display_set_gui_size(_view_width, _view_height);

Then at obj_textbox, go to create event and change the scale variable to something that will fit your size, according to your viewport settings.

You will also need to change the fnt_dialogue size to make it fit as well.

FC, this tool is amazing!

Is there a way to have it so both Keyboard and Gamepad controls can work with this script?

As it is set up now, the variables for the controls are simply set to key constants and and Ord function. Which is connected to keyboard checks.

A gamepad button check works a bit differently as it also needs the controller device. So it basically needs two variables instead of one. Simply have, say, interact_key = gp_face2 will make the game crash if a gamepad is no connected. So changing the script works for either Keyboard or Gamepad, but not both.

I've been trying to mess around with the code to find the best possible solution. Is there something that can be done here?

Cheers