Bug Report: Speech text will not appear pure blue. v2.72

Started by quixotecoyote, Mon 08/10/2007 08:05:04

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quixotecoyote

Try setting your hi-color speech text to pure blue all the way over.

Now test your game.

It will show up as white.

It's an easy workaround; just drop one increment of red or green and it works.

Still, it's a bug so I report it.

Khris

Not really a bug.

Colors 0-15 are those of some standard 16 color palette (similar to the Paint one), while 16-31 is black - grey - white.

32-63 is black - dark blue - blue.

So to get a true $00F, just set the SpeechColor to 63.

Pumaman

I agree that this is confusing ... in AGS 3 the colour finder gives you a warning message about this when you select one of these colours.

GarageGothic

#3
Would it be very difficult to make the color finder return the proper values? For instance, hardcode RGB(31,31,31) to return 15 instead of 65503, which, on a full 256-unit RGB scale is actually (255, 250, 255)? I did this for my own RGB color module (now obsoleted by Game.GetColorFromRGB), because I needed the colors to match the ones I used in PhotoShop.

Also, color 2143 (1, 1, 31) is actually (8,8,255), not (0,0,255) so for exact color picking, the advice to set red and green to 1 isn't really useful. In most cases the difference will not be discernible, but for instance I had to insert a logo sprite onto a white background on an in-game webpage, and the edges of the white logo background were definitely visible.

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