Thinking text font color

Started by Regnum Eternum, Tue 13/02/2007 19:54:05

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Regnum Eternum

I have a separate thinking view than speech view for my character. My speech mode is Sierra style, I have picked a speech text color, yet when my script runs a think command for the character the text shows up all black with a black outline instead of the speech text color I have picked with a black outline.

When the script issues a say command the text is readable and is the color I picked. Only the think command causes the text to be black and unreadable. How can I make the thinking text the same color as the speech text?

Ashen

Do you have a 'Thought bubble' GUI? If so, thought-text gets its colour from the 'Text colour' option there - is that set to black?
I know what you're thinking ... Don't think that.

Regnum Eternum

Thanks for replying.

I don't have the "Thought uses bubble GUI" option checked on the general settings page. I think the help file says the thoughts are supposed to appear just like speech text if you don't have that checked. It does, it's just all black.

Mr Flibble

You could try making a transparent thought bubble gui, and then it'd appear like the speech was just floating but you could alter the colour.
Ah! There is no emoticon for what I'm feeling!

Scorpiorus

Hmm, it does seem like some sort of a bug in there, considering it works just fine with the Character.Say() command.

Ashen

I can't replicate this ... Does it happen with all characters or just the player?

(Should I kick this over to the Tech forum, as a bug?)
I know what you're thinking ... Don't think that.

Scorpiorus

Yes, it has something to do with the Sierra-style speech.

Here is a test game I made with AGS v2.72: http://www.geocities.com/scorpiorus82/think_test.zip

Quote from: Ashen on Sat 17/02/2007 16:21:26(Should I kick this over to the Tech forum, as a bug?)

Yep I think, I don't know how much a bug this is, but to let CJ know, at least...

Ashen

OK, I'm sure I tried that and it worked fine. Now it doesn't, and Sierra-style w/BG is even worse. As a workaround, Mr. Flibble's suggestion does seem to work - but I don't think you can alter the Text colour at runtime, so you'd be stuck with one thought colour for everyone, or changing between GUIs everytime someone thinks.
I know what you're thinking ... Don't think that.

Scorpiorus

Quote from: Ashen on Sun 18/02/2007 11:38:45Sierra-style w/BG is even worse.

Ah yes, so Character.Say() also reveals the same problem in Sierra-style with Background (and QFG4-style) mode.

For the 256-colour mode, by the way, the text is just transparent.

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