Heh, the text balloons I was getting so frustrated over two or three months ago... I've racked my brain for every possible way I can think of to approach this, but it goes a little like this:
My talk function, as shown in the screenshot, has speech displayed over a tileable word balloon. The width of the bubble is fixed. The height of the bubble is (supposed to be) variable, depending on the amount of text present (so as to contain all the words). Unfortunately, what I can't seem to do is determine the height value of the invisible box containing the text at any given time. The width can be determined programatically with *variable*.SubtitlesWidth, but there's no SubtitlesHeight or anything like it. Without being able to determine the height of the subtitles, I can't get a guaranteed fit with my speech balloon every time... in the meantime, I've been basing it on an average number of characters per line, which is sometimes right, sometimes too much, and sometimes not enough.
^_^ I've spent something like 20 hours just trying to figure out a way around it. It's probably the last big problem in the game, other than something one of my testers caught yesterday, which is relatively simple to fix.