EDIT: removed comment
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Show posts MenuQuote from: selmiak on Thu 07/09/2017 11:12:25
oh nice. Though increasingly irrelevant is not fixed
Quote from: Snarky on Fri 08/09/2017 21:17:01I had the same opinion until I realized that, in the end, it's failry unnoticeable -- once you get yourself to be used to "old-school" again. From experience it takes only around 10 minutes of playing Fate of Atlantis until all the ugliness starts fading out and you start finding the art and stuff like that pretty again.
Personally I think the built-in fade-in/fade-out functions should not be used anyway (in any fairly ambitious game), because the way they freeze background animations is so ugly.
Quote from: Crimson Wizard on Fri 08/09/2017 18:37:42
Surely, you could always just turn it off and script custom transitions for your game.
void room_Leave()
{
Display("changed room");
}
int player_prevRoom=-1; //cheap trick to detect room leave
void DetectRoomLeave()
{
if (player_prevRoom<0)
player_prevRoom = player.Room;
if (player_prevRoom!=player.Room)
room_Leave();
player_prevRoom=player.Room;
}
void repeatedly_execute_always()
{
DetectRoomLeave();
}
Quote from: Crimson Wizard on Thu 20/07/2017 23:00:02
Therefore, anti-aliasing is not a property of font, nor import, but a parameter of display. You can change it realtime with "SetGameOption(OPT_ANTIALIASFONTS, 1 or 0)" script command.
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