Hello again,
We're considering using AGS to make an 800 x 600 resolution adventure game. I thought of 2 new features that would help a lot:
Suggestion 1:
At 800 x 600, the default fonts look pretty blocky next to the high-res graphics, so one of the first things I did was to import a true type font instead. The problem is, if I import a true type font, then I have no outline font to stick behind it so that conversation text shows up over the background. I think it would be wonderful if a future version of AGS got an option to automatically shade around any true type font imported in this situation, to save the trouble of having to create a shadow font from scratch.
Suggestion 2:
I would love to see AGS support JPEG image imports for room backgrounds. Even a little big of JPEG compression can significantly reduce the hard disk (and download) requirements of a game that is full of 800 x 600 16-bit images!
Thanks for listening to my suggestions! If this wasn't the best place to post this, please let me know.
Atlas
We're considering using AGS to make an 800 x 600 resolution adventure game. I thought of 2 new features that would help a lot:
Suggestion 1:
At 800 x 600, the default fonts look pretty blocky next to the high-res graphics, so one of the first things I did was to import a true type font instead. The problem is, if I import a true type font, then I have no outline font to stick behind it so that conversation text shows up over the background. I think it would be wonderful if a future version of AGS got an option to automatically shade around any true type font imported in this situation, to save the trouble of having to create a shadow font from scratch.
Suggestion 2:
I would love to see AGS support JPEG image imports for room backgrounds. Even a little big of JPEG compression can significantly reduce the hard disk (and download) requirements of a game that is full of 800 x 600 16-bit images!
Thanks for listening to my suggestions! If this wasn't the best place to post this, please let me know.
Atlas