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Messages - Stra

#1
Quote from: Pumaman on Thu 19/03/2009 19:36:09
Adding support for anti-aliasing the fonts only when outlining is enabled, is certainly a possibility.

Oh, if you could include that in the next version (or one of the next versions), you'd make some of us very happy indeed! :D
#2
GarageGothic: you present an interesting method, well worth trying. Thanks! This could be implemented in AGS as a poor-man's anti-alias. ;)

I'm definitely all for a "Direct3D-only mode" anti-aliasing method if that will make it work, as I think it would definitively add another level of professionalism.

Well I hope Chris Jones will implement one of these two methods, or perhaps both, I'm a bit tired of having to search for fonts that look decent enough in their "default ugly mode", hehe. ;D

What does Pumaman say about the first alternative? :)
#3
I'm not sure where to post this and haven't been around the forum in a while, but are there any news regarding "BB557 (Feat): Anti-alias TTF fonts with LucasArts-style speech"?

www.adventuregamestudio.co.uk/tracker.php?action=detail&id=557

I understand this was omitted due to technical reasons ...

www.adventuregamestudio.co.uk/yabb/index.php?topic=19340.msg310513#msg310513

... but I was wondering if it has been implemented yet. (The bug tracker seems a bit outdated and uninformative as to the implementations of various features.)

Thanks.
#5
Quote from: Scorpiorus on Thu 02/02/2006 15:12:23NOTE that anti-aliasing is not currently done on lucasarts-style speech due to technical reasons.

Yes, I've read that, thank you, but, you know, I wanted to know if this feature will be available some time soon in the future? What are the technical issues that prevent it from being incorporated into AGS?

I'm a curious man. ;)
#6
I'm sorry to be warming this very old topic again, but are there any news regarding anti aliasing TTF fonts on non opaque backgrounds? TT fonts in the GUI look very very nice, but in the speech texts they look pretty ugly...

Is that a big technical problem? Why can't it be done (yet)?
#7
Quote from: Gilbot V7000aSpeech texts are considered to be overlays, so they won't be anti-aliased at the moment. Only texts on opaque GUI backgrounds can be displayed anti-aliased I think.

Oh, is that so. I see. Ok, thanx for your answers man I really appreciate it! Perhaps I'll use some rectangular fonts (as in The Breakdown) to get rid of this problem. ;)
#8
Hm, thanx for the answer, but I didn't use a transparent GUI.

I just can't get rid of this problem...

I've started a new, blank game, imported a black GIF for room 1, imported the cursor arrow that comes bundled with AGS for the cursors, imported the character Roger plus another same character, set Anti-alias for TTF fonts, imported a TTF font, but the problem just remains the same!

When the text is displayed above the characters it is NOT anti-aliased, when it is displayed at the bottom, as dialog options it IS anti-aliased..

I just don't get it, I thought it had anything to do with me using alpha channeled images anywhere in the game, but in this blank game, there were none.

???

I can provide screenshots if that would be of any help. 800x600, 32 bit.
#9
I tried to search for anything that would help me regarding this problem but couldn't find anything pertinent. If there was a topic covering this issue, please someone point it to me! :)

This is my problem:

I'm using the Arial TTF font and have the "Anti-alias TTF fonts" box checked. However, in the game, when the player for example gets a description of an object, the fonts are not anti-aliased. (It's the same if the fonts are outlined or not.)

The weird thing though, is that when I engage in a dialog with another character, the dialog options displayed at the bottom, on black, ARE anti-aliased!

I'm running at 800x600 with 32 bits.

Can anyone help me regarding this issue?
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