Modifying TypeLine function - SOLVED

Started by Kinoko, Fri 18/06/2004 14:58:25

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Pumaman

Hehe you wait 3 years for a bug report, then two come along at once :D

Scorpiorus

#21
It's an oldy one - definitely shows which of AGS features are used frequently and which are not. :)


EDIT: Maybe it could be a good idea to make overriding of characters talking colours optional, as Jet Kobayashi Zala suggested in the other thread. Thus one can decide whether (s)he wants to set a talking colour for each character individually or just set the GUI foreground colour once. We could change the behaviour at run-time with SetGameOption. It would also stay compatible with earlier AGS versions in case someone rely on that behaviour.

Pumaman

Well, as I see it, the GUI foreground colour should never be used with lucasarts-style speech - it just doesn't make sense. The colour should only be used when the text is actually printed on that GUI.

Kinoko

#23
I don't know why this didn't occur to me before...

My plan now, seeing as I can't change the foreground colour of the GUI from the script, is to create a couple of different TypeLine functions with each one using a different GUI (so I can have a set foreground colour for each one). It just occured to me though, how can I change which GUI is used as the text window with the different functions? Is this possible at all? If not, I can't see any way to do this.

EDIT: Got it. Should've checked the help files again...

Scorpiorus

CJ: Yeah, that's very reasonable. I think it's just me being lazy to change the talking colour for each character if I want a single colour for each of them. :)
But no problem, we can always set the colour at run-time by iterating through the characters in a 'while' loop.

Kinoko: Yeah, SetTextWindowGUI makes it possible.

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