Comments (3)
I can understand that the default of the textbubble style is a bit bad, maybe we should just have the "Use Character Color" disabled by default. But these options do exist on the textbubble layer, so this is easily solveable.
I think the character color should stay white by default for now, as the other styles are using a dark background by default.
from dialogic.
Thanks, I would disable Use Character Color. It seems it can also be used for Box Modulate so it makes sense it could also be a light color for light background.
I also searched for a place in code / data to change the default character color just for my project, but I could find nowhere in code / data corresponding to this. The default Godot color is BLACK, therefore there must be somewhere where WHITE is set by Dialogic, but where?
from dialogic.
It's just the default character color, defined in the character.gd
resource.
from dialogic.
Related Issues (20)
- Unable to properly invoke variables in Dialogic. HOT 11
- Many Dialogic errors such as "Parse Error: Could not resolve class" and "Invalid call. Nonexistent function" on editor start, Dialogic panel Character selection and edit HOT 4
- Cannot quick load DialogicCharacter .dch custom resource file HOT 2
- Cannot save Character (.dch) changes directly from Dialogic edit panel, can force save in scene 2D/3D view or by playing but then asterisk remains HOT 5
- History enabled by default, but shown as disabled in the settings HOT 3
- Exported windows projects crash immediately after startup HOT 6
- Color field for custom event
- Timeline scripts edit in external editor are not refreshed even after close and reopen
- Appending text (Choices or [n+]) causes previous text to move due to new bubble (text-length-dependent layout)
- Add a very simple Bubble Layer template that doesn't move, or parameters to disable move HOT 1
- text_bubble.gd (and subsystem_portraits.gd) contain Inference on Variant warning treated as error, prevents customizing script in project code HOT 1
- subsystem_input.gd detects dialogic_default_action with non-exact match, causing it to advance on modifier combo input like Alt+Enter HOT 1
- When Dialogic panel has not been opened, current_editor is null, causing error on save and Debug Game start: "editors_manager.gd:212 - Invalid call. Nonexistent function '_save' in base 'Nil'."
- Hide PROPERTY_USAGE_NO_EDITOR exports in Portrait Settings
- Highlight Full Name when registered as a nickname HOT 1
- Autoload order keeps changing when using Dialogic with another plugin (Maaack's Menus Template) HOT 2
- There is no way to close the reference manager window in i3
- Popups do not have a close button
- Shrinking the editor breaks dialogic UI
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