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Messages - GoodGuy

#21
Really) I was stupid.
#22
I found this in Help.
QuoteNormalFont property
(Formerly known as global function SetNormalFont, which is now obsolete)

static FontType Game.NormalFont

Gets/sets the font used for all in-game text, except speech. The font number must be a valid number from the Fonts pane of the editor.
More specifically, AGS uses the Normal Font for the following:

Display
DisplayTopBar
dialog options text
the built-in save and restore dialogs
The Normal Font is font 0 by default.

Example:

Game.NormalFont = eFontSpecial;

will change the normal font to the font "Special".
#23
Ah, you are right. These things can't be compared. They have different targets.
#24
I understood you) Overlay has a minimum of functions. DrawingSurface and Dynamic Sprite have more opportunities than overlays.
These questions were asked purely out of curiosity (and optimization purposes).
#25
Thanks.
Which function (graphical overlay, surface.DrawImage) is faster?
And one more question:
Which textual function (Overlay.CreateTextual, surface.DrawMessageWrapped) is faster?
#26
These functions are performed by one and the same. So what's the difference? :P
#27
Does this setting affect the game?
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#28
Thanks, I will rebuild game with 32-bit color depth.
#29
Hi, guys.
Can I make a background color depth less than in game? I saved PNG and BMP with color depth = 8, but imported background in AGS showed 16. So it should be?
What is the preferred format for the background?
#30
There are example of new script language from FAQ. New language are better than old one.
QuoteFirstly, so that you can get an idea of the changes, here's an example of some old-style script commands and their new equivalents:

AnimateObjectEx(0,2,0,0,0,1);
ListBoxAdd(3, 5, "New item");

becomes:
oWaterfall.Animate(2, 0, eOnce, eForwards, eBlock);
lstTest.AddItem("New item");

Just from looking at that example the advantages should be obvious; the script is more intuitive for people to learn, much easier to read (no guessing what all the numbers mean in the AnimateObjectEx call), and therefore you're less likely to make mistakes when using it. GUI controls having names brings it much more into line with Visual Basic-style GUI development, so you don't have to remember what control number all your buttons are.
#31
Quote from: Crimson Wizard on Sun 29/01/2017 13:05:09
Also, you may try editing TTF font itself, but I have to warn that it is not as easy as editing WFN.
TTFs are not bitmaps, they are vector fonts, which means they are described with lines and curves.
An good example of free TTF editor is FontForge: https://fontforge.github.io
Thanks. I converted TTF in WFN and after I redrew some characters in WFN font. I placed this font in Game Folder, I compiled game and it is alive!
#32
Hi, guys. I imported TTF font in AGS 3.4, but I wanna redraw a some bitmap characters, but I don't know how. I found in this forum a couple WFN Editors, but there aren't WFN files in Game Folder.
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#33
I found in FAQ about new script language:
Quotethe script is more intuitive for people to learn, much easier to read (no guessing what all the numbers mean in the AnimateObjectEx call), and therefore you're less likely to make mistakes when using it.
#34
Hi, guys. I know that AGS 3.4 has more advantages than AGS 2.x. I apologize for the stupid question. I use AGS 3.4 (2.7) and it supports the old functions from AGS 2.x, if I disabled "Enforce..." in General Setting - Backwards Compatability. Are Old and new functions very different from each other? For example NewRoomEx(2,10,10) and cEgo.ChangeRoom(2,10,10).
#35
Thanks. I enabled "Use legacy compiler" and it's alive!
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#36
Quote from: Crimson Wizard on Fri 27/01/2017 08:16:48
It looks like dialog option text has problems with displaying extended characters. Possible causes:
* Editor does not save text properly (BTW, text from the input field may not deal with symbols properly, as text from the script editor)
* Engine does not load/display text properly.

This requires some investigation first.
What I should do to decide this problem? What can I check?
#37
Hi!
I have a problem with the font that supports russian language. I ran the AGS 3.4.0 and chose Default Game. I clicked "Import over this font" and chose this remade font https://yadi.sk/d/wz85nyxQ6ba9E .
I don't understand why it doesn't work. Please help me to fix it.
1 - It works
Code: ags
   Display("Damn, I'm looking good! РÃ'Æ'Ã'Ã'ÐºÐ¸Ð¹ Ã'Ð·Ã'‹Ðº"); 

Spoiler
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2 - It works and doesn't work simultaneously.
Code: ags
   dDialog0.Start(); 

Spoiler

Hi, ПÃ'â,¬ÃÂ¸ÃÂ²ÃÂµÃ'‚, ПеÃ'‚Ã'



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3 - It works and doesn't work simultaneously.
Code: ags
   dDialog0.Start(); 

Spoiler

Hi, ПÃ'â,¬ÃÂ¸ÃÂ²ÃÂµÃ'‚, ПеÃ'‚Ã'
CHAR1: ПÃ'â,¬ÃÂ¸ÃÂ²ÃÂµÃ'‚, ПеÃ'‚Ã', Petya.
Strange characters is Ã'â,¬Ã'Æ'Ã'Ã'ÐºÐ¸Ðµ Ã'Ð¸Ð¼Ð²Ð¾Ð»Ã'‹
CHAR1: Wow, ваÃ'Æ'.



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