Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: Regnum Eternum on Tue 13/02/2007 19:54:05

Title: Thinking text font color
Post by: Regnum Eternum on Tue 13/02/2007 19:54:05
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?
Title: Re: Thinking text font color
Post by: Ashen on Wed 14/02/2007 12:19:13
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?
Title: Re: Thinking text font color
Post by: Regnum Eternum on Thu 15/02/2007 01:05:12
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.
Title: Re: Thinking text font color
Post by: Mr Flibble on Fri 16/02/2007 17:08:51
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.
Title: Re: Thinking text font color
Post by: Scorpiorus on Sat 17/02/2007 16:10:21
Hmm, it does seem like some sort of a bug in there, considering it works just fine with the Character.Say() command.
Title: Re: Thinking text font color
Post by: Ashen on Sat 17/02/2007 16:21:26
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?)
Title: Re: Thinking text font color
Post by: Scorpiorus on Sat 17/02/2007 16:39:49
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...
Title: Re: Thinking text font color
Post by: Ashen on Sun 18/02/2007 11:38:45
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.
Title: Re: Thinking text font color
Post by: Scorpiorus on Sun 18/02/2007 16:17:44
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.