[SOLVED] Silly Text color question..

Started by Prozail, Wed 13/04/2011 12:32:51

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Prozail

This is prob a n00b-thing but i cant find how to do it..

Im trying to change the color of the text displayed in the default dialogs.. with no luck...
its still black.. with a black border... which makes it look really ugly.

hoping someone has a quick answer for me



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Sslaxx

It should be a property on the GUI editor called "Text colour" (or TextColor, or TextColorNumber - depending on version of AGS used); just click on the text whose colour you want to alter.
Stuart "Sslaxx" Moore.

amanta4ray

#2
I don't know if there is a better way to do it but I used the following script to change my fonts.

Game.NormalFont = eFontFont1; (or whichever font you want) changes Display text
   
Game.SpeechFont=eFontFont8; (or whichever font you want) changes text for speech

Just put them in the global script under
function game_start()   


Also, check if your fonts have an outline on them.  That would make them look blacker than usual.

Prozail

Quote from: Sslaxx on Wed 13/04/2011 12:48:40
It should be a property on the GUI editor called "Text colour" (or TextColor, or TextColorNumber - depending on version of AGS used); just click on the text whose colour you want to alter.
But the default dialogs arn't in there.. only stuff i made myself..

Quote from: amanta4ray on Wed 13/04/2011 12:52:39
Game.NormalFont = eFontFont1; (or whichever font you want) changes Display text
Game.SpeechFont=eFontFont8; (or whichever font you want) changes text for speech
This is what I'm doing right now.. but that only selects which font.. not the color... so its still black...

Sslaxx

#4
Quote from: Prozail on Wed 13/04/2011 12:56:26
Quote from: Sslaxx on Wed 13/04/2011 12:48:40
It should be a property on the GUI editor called "Text colour" (or TextColor, or TextColorNumber - depending on version of AGS used); just click on the text whose colour you want to alter.
But the default dialogs arn't in there.. only stuff i made myself..

If you're using the Sierra template, the default dialogues are there. gRestoreGame, gRestartYN etc.

Again, what version of AGS are you using? I'm not familiar with pre-3.1, but 3.1 and above all have the "default dialogues" as normal GUIs, available (as are all GUIs) to edit from the GUI list.

Just checked with 2.72 and they do seem to be built-in there. So if you're using that version I have no idea, sorry. You'll possibly have to recreate them yourself.
Stuart "Sslaxx" Moore.

Prozail

Using latest AGS 3.2.1 i think.. and the Empty game (so there really is NO guis by default), since i'm trying to learn what different stuff does..
Guess i'll just have to build my own GUI to handle the load/save/quit stuff.. but it seems really silly somehow..

Khris

There are three built-in fonts. 0 is without outlines, 1 is set to use 2 as outline, 2 is just the outline.

To make the text readable, set Game.NormalFont to either eFontFont0 (black, no OL) or eFontFont2 (only OL).

In an empty game you can't change the built-in GUIs; they will use Game.NormalFont though.
In other words you can't change the text color.

I'd start with a Default game and replace all the assets.

Prozail

Ty!

solved my problem.. hadn't figured out that they used the NormalFont for display, and i'd been mucking about with my fonts..

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