Text Automatically Becomes Background Text

  • #1, by nate-ingraciaMonday, 10. October 2022, 05:53 A year ago
    So I'm just starting out and I'm hitting a problem that I don't know how to fix. I started a chain where the player can click an object, and then they'll move to another room where the same object is visible from another angle in order to say something about it. When you look at the object in the first room, it sets a condition, and there's an action area in the second room that has an if statement that plays if the condition is true, then immediately turns the condition off. 

    My problem, when I try to do this, the first line of text displayed is always background text, and I can't figure out how to make it block like normal. Help would be appreciated.

    Newbie

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  • #2, by esmeraldaMonday, 10. October 2022, 08:39 A year ago
    Could you post a screenshot of your actions? 
    Without I can only specualate...
    When do you display the text? Is it "display text" or "narration text"?
    Did you check the box for background text is not ticked?

    You can always use the cutscene action part or hide/show cursor to block actions, but this should not be necessary here...

    Key Killer

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  • #3, by nate-ingraciaMonday, 10. October 2022, 19:22 A year ago
    Here's the screenshot. As you can see, the checkbox for background text is not checked, and yet in play it displays as background text.

    EDIT: I tried the Show/Hide Cursor actions and that worked like a charm. However, I'd still like to know why the first try didn't work so I can prevent it from happening again.

    Newbie

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  • #4, by afrlmeMonday, 10. October 2022, 23:24 A year ago
    Hmm, I'm not sure what you are doing with those action areas, but that's not how you are supposed to create clickable events or at destination events. You are supposed to create them in the scene objects themselves. Action areas are meant for when the character walks over a specific section to change the footstep sound to match the ground type, or for triggering specific unique events.

    If you haven't already done so, I would recommend watching the tutorials by Silvernode Studios (english) or the tutorials by Turbomodus [Sebastian] (german).

    Imperator

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  • #5, by nate-ingraciaTuesday, 11. October 2022, 02:15 A year ago
    The reason I was using an action area rather than a scene object itself is because I needed the player to be able to click the object in a separate room, walk to this room, and then the action area moves the player to the correct destination.

    Newbie

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  • #6, by afrlmeTuesday, 11. October 2022, 02:47 A year ago
    If you check the action list there's a section with immediate action types. They don't require the character to move to the destination before they execute, they execute immediately as soon as you use a valid command/item on them. wink

    Imperator

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  • #7, by nate-ingraciaTuesday, 11. October 2022, 02:55 A year ago
    Ah I see. Thanks, I'll try that out!

    Newbie

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