Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: tiagocorreia on Tue 02/05/2006 12:42:41

Title: Text Anti-alias
Post by: tiagocorreia on Tue 02/05/2006 12:42:41
I've enabled Anti-Alias, but the fonts don't seem to be anti-aliased. Only on the dialogs GUI they are Anti-Alised. During conversations or even in a GUI taht uses the description module, they are not anti-alised.

See pictures below to understand what I'm saying
Image 01 (http://www.sirbabyface.net/images/ilha01.jpg)
Image 02 (http://www.sirbabyface.net/images/ilha02.jpg)
Image 03 (http://www.sirbabyface.net/images/ilha03.jpg)
Title: Re: Text Anti-alias
Post by: GarageGothic on Tue 02/05/2006 12:51:52
Antialiasing doesn't work on GUIs or overlays without backgrounds (or backgrounds with transparent areas). For that reason LucasArts speech isn't antialiased either since it uses overlays.

Edit: It would actually be possible to do a workaround using the DynamicSprits function by creating a text background from a screenshot.
Title: Re: Text Anti-alias
Post by: tiagocorreia on Tue 02/05/2006 14:07:25
A question then. Why the dialogs options are Anti-alised?

If you see Image 02, you will see that the dialog options are Anti-alised. The dialog options are in a GUI with transparent background.

But on other images, the Fonts are not Anti-alised.

Strange??
Title: Re: Text Anti-alias
Post by: GarageGothic on Tue 02/05/2006 14:32:53
You're right, this is something I wasn't aware of since I've always been using custom GUIs for my dialog options. I just checked it in my own game, and it seems that the default dialog options display does antialias while if you use your own transparent GUI it doesnt.

I assume this is something CJ could implement because nothing can animate while the dialog options are displayed.
Title: Re: Text Anti-alias
Post by: tiagocorreia on Tue 02/05/2006 15:55:12
I'm using my own GUI which is completly transparent.
Title: Re: Text Anti-alias
Post by: SSH on Tue 02/05/2006 15:59:28
Do you mean it has a sprite as BG which has transparent areas, or you have the BG colour of the GUI set to 0?
Title: Re: Text Anti-alias
Post by: tiagocorreia on Tue 02/05/2006 17:45:08
I've the BG Colour of the GUI set to 0.
Title: Re: Text Anti-alias
Post by: Scorpiorus on Wed 03/05/2006 23:08:31
Yep, it seems a custom dialog options GUI works just fine.

By the way...

Quote from:  AGS v2.55 changes:- Fixed anti-aliased fonts causing problems with dialog options.
Title: Re: Text Anti-alias
Post by: tiagocorreia on Fri 05/05/2006 15:28:40
Do you know if this is going to be solved for the text using Lucas Arts style games?
Title: Re: Text Anti-alias
Post by: strazer on Fri 05/05/2006 15:42:30
Although it's only recently been added to the tracker (http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=557), I think it's a long-standing request, so my guess is: Not anytime soon.

However, I couldn't find any replies by CJ on the subject, so maybe it wouldn't hurt to post a suggestion in the Tech forum again to get his input (or a moderator could move this thread there).