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Messages - BatWitch

#1
I upgraded my copy of AGS, and now the font is displaying anti-aliased.

Thank you Calin Leafshade for all the support in IRC!


However, now I'm in an odd predicament:
The font is cut off at the top.
http://i.imgur.com/pbB8z.jpg
My font is imported to be 32px tall.
I tried a smaller height (24px) but it was still cut off.

Ah, nevermind. It was because I was using a TrueType font.

Converting the font to OpenType fixed the cut-off text issue.
#2
Whoops, by "GlobalSettings.asc" I meant "General Settings".

So yes, I did try that, but the font is still jagged.  :'(
#3
Aha! That worked  ;D

Now I have a line of text on the bottom!
http://i.imgur.com/aLO4A.jpg

Is there a way to get the text smooth around the edges?
Right now it is very aliased.
I see an option in GlobalScript.asc for Anti-alias TTF fonts : true/false

I tried changing that to True and reimporting the font, but it did not yield success.
#4
Hmm.. I tried to change the font by pasting that line of code in GlobalScript.asc under game_start(), but I am getting an error message that ARoundB (the name of my imported font) is undefined:

http://i.imgur.com/zmGYJ.jpg
#5
Quote<Dualnames> you're good with the function, but you've placed it somewhere I doubt you'll ever trigger it.
<BatWitch> I placed it in dialog
<Dualnames> are you starting the dialog?
<BatWitch> but I don't know how to tell AGS editor to read that
<Dualnames> okay take that command
<BatWitch> it should appear on the screen right away, without interaction.
<Dualnames> you have a room i pressume right?
<Dualnames> i mean the game starts in a room, so go into that room interactions and search for after fade in.
<BatWitch> my room script has one line in it: // room script file
<BatWitch> I guess I put it in there?
<Dualnames> no
<Dualnames> see a thunder to the right?
<BatWitch> ... no
<Dualnames> sec
<BatWitch> I do not see a thunder icon in the right hand tree that starts with "General Settings"
<Dualnames> http://i133.photobucket.com/albums/q53/JustLedZep/Untitled-16.png
<Dualnames> you need to double click on your room
<Dualnames> and then you'll see that thunder like i did on the pic
<BatWitch> oh, I have to click "Edit Room"
<Dualnames> yes
<Dualnames> so now you see it?
<BatWitch> oh.. success
<BatWitch> the text loaded
<Dualnames> see, you created an instance
<BatWitch> How can I make it so that the text lingers on the screen until there's a click, enter, or space bar pressed?
<Dualnames> room After Fade in means that something will occur every time you see the room background (therefore the room has been loaded in game)
<Dualnames> yes, go to the general settings
<BrutalSlakt> this tutorial is good to help you get started http://www.youtube.com/watch?v=1Ml_DR76Cl4
<Dualnames> Then on the Dialog (bold) -> Allow speech to be skipped by which events -> Select mouse or key                                                                                                    
<Dualnames> you can only set one specific key to work as the only thing to skip speech + the mouse
<Dualnames> Also since you got your problem solved, edit the forum topic as solved
<BatWitch> Hmm... I see.

There you have it folks.

although, now I have another problem: how do I change how big, what color, and in what font the text appears on the screen?
#6
Quote from: Khris on Mon 08/11/2010 05:51:55
What resolution are you using?
I am using 800x600.
#7
I'm trying to display a line of text at the bottom of the screen, kind of like this:
http://i.imgur.com/dMX1T.jpg (the font is Arial Rounded)

Using what I could understand from:
http://www.adventuregamestudio.co.uk/acintro8.htm
http://www.adventuregamestudio.co.uk/manual/Character.SayAt.htm

I tried this:
// Dialog script file
@S // Dialog startup entry point
return
@1
 cWendy.SayAt(100, 500, 600, "My name is Wendy!");
stop

but when I run the game, no text appears.


Eventually I would like to see the text appear like this: http://i.imgur.com/LfC2q.jpg

but for now, I'm simply trying to figure out how to display some text at the bottom...
#8
It looks like you have a lot of good advice already.

the only thing that really bothered me was how bright green the grass was (as if it was in a sunny cloudless day) despite the setting sun.



And a few other things... I wonder if it's noticeable.
#9
.. I've been playing a lot of Sims 3 these past few days, and the way the Sims explore dungeons and what not in the expansion "global explorers" is pretty much a 3D adventure game.

Point, click, do something, proceed to next room.

I feel like 3D games are going to continue to incline...
Thankfully smartphones and other handheld devices handle 2D games better for now... but if they catch up to be able to display 3D better in the future, who knows what will happen to 2D games.

I, for one, love the nostalgic, familiar feel of two dimensional games, especially when they're almost picturebook-esque, but I imagine that my type of gamers (casual female gamer?) are not going to increase significantly enough to manipulate the trend of the gaming world.
#10
Creating a imagemap (or any kind of interactive visual element) in renpy is quite dreadful.
I think that the way adventure games have things you can point and click is the way to go, rather than having everything as a menu choice. Having a main character who can walk around on a map (even if it's low resolution) is also a huge plus.
#11
Quote from: Dualnames on Tue 26/10/2010 00:52:50
If you can make a list of commands and ways a visual novel coding works, I can make the equivalents in AGS. Trust me it can do anything. It now is programmed to wake me up and dress me.

I'm serious on the first part. ;)

;D I'll definitely hold you for that statement in the future when I am a bit more clear on what I need to get the job done. Right now I'm at a stage where I'm a little disorganized/tough to collaborate with.
#12
General Discussion / Re: Mind maps
Wed 27/10/2010 23:02:23
I used freemind to organize my story because it's am elaborate choose your own adventure game with 11 characters and a main character.
I tried organizing things in a list in chronological order and whatnot, but ... but that wasn't the right format to organize my plot.

Even freemind is limited and isn't perfect for my needs, but it's as close as I am able to get to what I need.
The only alternative I can think of to freemind is using those 5"x7" index cards, clothes hooks, and a lot of yarn.

My mindmap (you read it from the middle circle and move out in any direction following connecting nodes. Nodes at the left and right of the image are ends of the story(yellow node)/stories that aren't completed yet(green)):
http://i.imgur.com/al40P.jpg (warning: it's big)
#13
Critics' Lounge / Re: Logo Design
Tue 26/10/2010 21:59:42
Without changing the font:



but the font does need to change. Skills and US need to be separate fonts.
Otherwise it kind of looks like "Kill Sucks"
#14
That was made in Visual Novelty. It is only in Beta right now, so it is a little unstable/crashy at times.


I wish that the scripting for AGS would become less programming-like too.

Maybe something a bit more English (newbie) friendly, such as:

AT inside_house

APPEAR from LEFT john_sad

John says "I wish I could go outside!"

REPLACE rainy_window sunny_window

John says "Hurray, it stopped raining!"

AT outside_house


Something like this would allow for longer games to be made too.
#15
gahgahgahgahgahgahgah GIT is a nightmare to use for Windows users.

All that crazy baffling nonsense about keys and putty and SSH.


:) I think going open source would help AGS grow. The alternative is gloomy!

I would like to see an easier interface for AGS

For example, the way it handles visuals right now can be time consuming.
(Is there a way AGS can utilize a directory(folder) with all the visual elements of the game while in production mode? Right now it keeps all sprites inside one file and are inaccessible outside of AGS for editing.)

I hope this game engine will one day be able to create games like this (easily) too:
#16
The Rumpus Room / Re: How did you find AGS?
Sat 23/10/2010 16:46:16
I googled "adnveture game maker" and here I am.

..although, initially I was looking more for a visual novel maker, besides renpy.

But visual novels are just a derivative of adventure games, so I think there's something to learn from exploring adventure games too.
#17
Critics' Lounge / Re: AGSArchives.com design
Sun 17/10/2010 06:03:12
Hmm.. I'm on a lowly netbook (1024x600 resolution)
http://i.imgur.com/cAxH8.jpg
I don't know if this is important or not, but when the site loads, I see the top and bottom advertisements, and the logo, and that is about it.
It may be nice if there were interesting screenshots of games visible first thing so that an unsuspecting visitor would know what the site is about :)
#19
My favorite movie in English is:
Pleasantville (really interesting use of colors)

In french: Amelie (It's probably everyone's favorite french movie)

In Mandarin: Hero (again... fantastic colors, surreal scenes...)
#20
As someone who's been chewing away at trying to make the same game for the past 3 years with minimum success, this thread has been very helpful. This article in particular really made me think a lot about what I've been doing so far.. http://makegames.tumblr.com/post/1136623767/finishing-a-game

I think I am going to try to make a game within a half a year now, and really put night and day effort into it.

OP, hold on to your regular job until your games can sustain you!
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