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Messages - Peegee

#1
Yes !! Perfect solution (make the text transparent), simple and effective.
 
It's strange, when I removed the outline of the font, the text took more space in width...

Sorry, I didn't want to send my picture so as not to reveal my game (GOBLiiNS6), and it was just a parchment (with an illustration). Thank you ! :-D
#2
It must be the translation that complicates the understanding. Sorry, it's very simple. My font is a bit rough and contrasting. I imagined to use a sprite (png) a little transparent, above the text, to soften the display of the text. I have a parchment in the background, I would display another parchment on top as GUI, so that it is above the text. But I think I will abdicate, the use of GUIs is not practical.
#3
At worst, I could change the font, remove the outline of the letters and play on the color of the letters to reduce the display of the text... But when I remove the outline of the letters, the clutter of the text changes, it becomes larger! I do not understand why. Too bad, if I stay on this solution, I would change the background so that the text does not protrude.
#4
By the way, Game.SpeechFont does work to change the font momentarily, that would be fine with me, thank you. Unfortunately, to have a smaller font or another color, I must reload my base file of letters (TGA I think), which I can not find.
#6


Here is a semi-transparent piece of parchment, which will be displayed on my background, without moving, so that the text appears behind. The borders of the scroll correspond to the rectangle on which it is displayed.

#7
Hello, this is a narrative page where some texts are displayed on a colored rectangle. Indeed, it is LucasArt, so the clutter of the texts changes. What I'm looking for is to have a GUI, semi-transparent png that is permanently displayed on the colored rectangle (and will not move), and that the text is displayed behind it.
#8
Thanks to Snarky for the link, it sounds complex, I'll explore that when I have some time.

Khris and Crimson, sorry, I had forgotten the .X-Code. The code works. It's not bad, the GUI is displayed well above, but the GUI must always be displayed. There, it is displayed only when the text arrives and its position is according to the size of the text pad. How to make it always be displayed, and does not move?
#9

KHRIS:
I don't want to change the font of the whole game, only for one character.

Crimson Wizard:
It does not take this code:

Code: ags

gGui4Halo102 = Speech.TextOverlay.X - 10;


It seems difficult to mix a GUI with a text... Just for one page.
Can we at least assign a specific font to a character?
#10
(For Adventure Game Studio 3.6.0)

It is a simple text, cCharacter.Say ("Hello");
I'm trying to display a sprite (png), small semi-transparent gradient to soften the text. (In response to Rick, the text is always displayed above)
That's why I made a GUI, but it does not want to get on top and in addition, when I position the GUI, the text moves.

Thank you for your answers.
1: What code exactly do I need to put in the repeatedly_execute_always?

2: I do not understand much, can be because I do not use CharacterSpeech?

Yesterday I did a lot of testing, the software didn't want to take Game.SpeechFont.
At worst, I would like to be able to manage my fonts and assign them to the characters.

#11
Hello, I would like to attenuate a text, I thought to put a GUI representing a halo, which would be displayed over the text. But even by changing the Z, the halo remains behind. I also tried to use another font but I can not do it, how to change the font that uses a character? All the information I found did not work.
#12
In fact the problem is solved.

Using the language change in the game has resulted in poor display of accent letters. (the English version is not yet done, I was testing it with the French text). Rerun each script room has fixed the problem.
And the problem has spread in the properties of objects, hotspots and characters, I have to change them case by case.
#13
While checking, I still have the problems of accents on the names of the zones by pointing to them...
#14
I think I found the solution, we had to redo all the rooms script. I realized that the problem was not happening on the levels I was working on. To check on the whole game.
Thanks to both of you.
#15
Khris - In fact I cannot know if the problem is the same currently when we change the language in winsetup, because we put code to force the French language to start. Because the animations (different depending on the language) were no longer played in Game default.
But before that, I had the same problem by changing the language in the game, it worked in game default, and not by changing the language.

Alan - I tried both formats in General settings/Text format. Is there another place to change that?
#16
Hello. Here is a strange problem, programmers who help me have not yet found the answer. I put icons in the first page of the game to change the language directly, without going into the setup.

Code: ags
Game.ChangeTranslation("English");

It works, except that the texts have a problem of accents that they did not have in game default. We see the accent but more the letter below. And in the case of zone names in the game, it is replaced by rectangles.
#17
Hello. Sorry, I only see your message now. With a guy from the French forum, we finally found a solution, by creating a function:

import function JSP(InventoryItem* iObjet); in the EditHeader

I will see with him if your solution can be simpler. If you are interested, I can explain more precisely how we did it. Thank you PG
#18
Ok, I understand, it can avoid some launching untimely animations.
#19
Hello, I would like to know if it would be possible to program this kind of thing (without it being too complex):

When a character uses an inventory object on an area (object in the room, hotspot or character), and there is nothing planned for that, he launches an animation, on the spot, of use of the object, like he takes the object out of his pocket and puts it back.
I tried this code, in "function unhandled_event(int what, int type)", in GlobalScript.

Code: ags
   if ((what == 1 && type == 3)||(what == 2 && type == 3)||(what == 3 && type == 3)||(what == 4 && type == 3)||(what == 5 && type == 3))
{
if (cGob1.ActiveInventory == iLezard)
{  
 cGob1.FaceDirection(eDirectionDown);
cGob1.ChangeView (122);
cGob1.Animate (16, 3,eOnce, eBlock);
cGob1.ChangeView (54);
cGob1.Animate (4, 3, eOnce, eBlock);
cGob1.ChangeView (122);
cGob1.Animate (16, 3,eOnce, eBlock);
cGob1.ChangeView (128);
cGob1.FaceDirection(eDirectionDown);
}
}

It works more or less, but it does not do the action when an object use (even another object) is programmed on the area. It would be too complicated to add variables for each area.

Thank you in advance.
#20
Thanks for your answers. Yes, it works better now (with what I already know) but I have to put eNoBlock on both characters, to keep the interactivity. It is enough that I take into account the fact that the two anims of perso play at the same time in my views to obtain what I want.

I have never used LockView and unLockView. I imagine that doing a LockView automatically returns the basic anim of a person. Bye   
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