Looks like you're using anti-aliased fonts which would create this effect when drawn onto a transparent surface. The easy fix is to just add a "SetGameOption (OPT_ANTIALIASFONTS , 0);" before the DrawingSurface routines in the module (and reset it after the drawing), but for a smoother look, there's also some suggestions mentioned in this thread (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=39364.0) on how to achieve an antialiased effect on a transparent overlay.
Hello! Sorry for digging up this old post, but this module is *perfect* for my current project. I got it working perfectly, but I encountered the same text color issue as JoelPhilippage above. The game is 640 x 480 and 32 bit color. Is there around this problem?
i'm using Build 3.3.5.5 of AGS and the v.4.0 of this module doesn't worksDoes it give any error messages, or it simply fails to perform what it must?
I was not sure if the module stores already translated text, or untranslated text?Thanks a lot for this! I had this problem and that did the trick. Thanks also for this module, it's super useful and still works pretty good nowadays :D
If latter, the easiest fix would be to go into function BuildOverlay inside the module's script and do this at the very beginning:Code: Adventure Game Studiothis will ensure it always displays current messages in current language. But you have to also make sure to pass non-translated strings in the module's functions from outside.
message = GetTranslation(message);
Since you asked about this on Discord, I'd also mention that the module strangely does not account for room scrolling... Again, the quick fix seems to be this: go again to BuildOverlay,
1) Put this at the beginning:Code: Adventure Game Studio2) Replace all other this.x and this.y with char_x and char_y inside function BuildOverlay.
int char_x = this.x - GetViewportX(); int char_y = this.y - GetViewportY();
But the line displays on screen for like one ms and then it dissapears, no audio at all.