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hey, in case anyone was trying to get this to work on html5: the issue is that sometimes, when pulling from the dialogue youve defined from your speaker, you can leave it blank - since html5 is stricter, this undefined value youve passed in is an error rather than being detected as a 0 and not being passed on

say for example youve not defined colours for a line, instead of it looking like [0,0,0..] (i.e. default colours), it will look like this [undefined,undefined,undefined...]. the main solution is to add a !is_undefined(...) to the value youve passed in from the speaker. i hope this helps somebody!

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hey, thanks for posting this -- i know you commented this a long time ago, but i was hoping to get some clarification, if you dont mind, since im having this problem. 

when you say "add !is_undefined(...)", where are you actually putting it? i tried to use this solution and i couldnt quite figure it out.

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Hey did anyone ever figure this out? I'm getting the same error!

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(using GMS 1, so if youre using 2 idk if this will help)

hey! i think i finally figured this one out, though its not a complete solution it looks like.  its in the    create_dialogue    script, down in the    switch(arg_count-1)     statement.

at the end of each case youll see an if statement that checks    if(a[i] != 0)    . i added     && !is_undefined(a[i])    to each one, and from a quick test it looks like that worked, at least in the base project.

since the text events use a different script than the normal dialogue, however, those are still broken.