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Show posts MenuQuoteYou know what you could do? You could make the limit between the black background of your GUI and the scene's background uneven. A bit like the wave formed by the carpet underneath. Or like the upper edge of planks or wood. Or whatever. That would be neat.I like the idea of giving the gui background some sort of texture, (i.e. wood), but not an uneven line that creates an overlay, I like the clear distinguished line between background and interface.
QuoteHowever I strongly suggest that you move the sprites down in the black area. The lower margin is too big, and the upper margin too small (unless you keep that status label underneath like in the HoF screenshot)Yes, exactly, it's there for a display. There is a precisely 12 pixel line beneath the interface for a status-line.
Quote from: Mad on Wed 13/01/2016 18:45:34
Another idea could be giving the character a slightly different colour value:
(This also works for the gui, methinks.)
Quote from: Kumpel on Wed 13/01/2016 13:39:15
Just be careful with the font color (if there even is dialog in here). Clean white could be problematic in front of these moon and dark black in the darker areas of the game (e.g. the cave?). I guess thats why most of these monochromatic games use the sierra style. Or do you do that too?
Quote from: Cassiebsg on Wed 13/01/2016 16:57:02
Well, as long as there's an outline with good contrast for the fonts, then it's no problem.
SetSpriteFont(0, 57, 6, 16, 10, 10, 32, 126, false);
SetSpacing(0, 1);
SetGlyph(0, 32, 0, 0, 4, 7); //Blank
SetGlyph(0, 33, 10, 0, 2, 7); //!
SetGlyph(0, 34, 20, 0, 5, 7); //"
SetGlyph(0, 35, 30, 0, 6, 7); //#
SetGlyph(0, 36, 40, 0, 4, 7); //$
SetGlyph(0, 37, 50, 0, 6, 7); //%
SetGlyph(0, 38, 60, 0, 4, 7); //&
SetGlyph(0, 39, 70, 0, 3, 7); //'
SetGlyph(0, 40, 80, 0, 4, 7); //(
SetGlyph(0, 41, 90, 0, 4, 7); //)
SetGlyph(0, 42, 100, 0, 6, 7); //*
SetGlyph(0, 43, 110, 0, 4, 7); //+
SetGlyph(0, 44, 120, 0, 3, 7); //,
SetGlyph(0, 45, 130, 0, 4, 7); //-
SetGlyph(0, 46, 140, 0, 4, 7); //.
SetGlyph(0, 47, 150, 0, 5, 7); // /
//Row2
SetGlyph(0, 48, 0, 10, 5, 7); //0
SetGlyph(0, 49, 10, 10, 5, 7); //1
SetGlyph(0, 50, 20, 10, 5, 7); //2
SetGlyph(0, 51, 30, 10, 5, 7); //3
SetGlyph(0, 52, 40, 10, 5, 7); //4
SetGlyph(0, 53, 50, 10, 5, 7); //5
SetGlyph(0, 54, 60, 10, 5, 7); //6
SetGlyph(0, 55, 70, 10, 5, 7); //7
SetGlyph(0, 56, 80, 10, 5, 7); //8
SetGlyph(0, 57, 90, 10, 5, 7); //9
SetGlyph(0, 58, 100, 10, 2, 7); //:
SetGlyph(0, 59, 110, 10, 3, 7); //;
SetGlyph(0, 60, 120, 10, 4, 7); //<
SetGlyph(0, 61, 130, 10, 4, 7); //=
SetGlyph(0, 62, 140, 10, 4, 7); //>
SetGlyph(0, 63, 150, 10, 4, 7); // ?
//Row3
SetGlyph(0, 64, 0, 20, 8, 7); //@
SetGlyph(0, 65, 10, 20, 5, 7); //A
SetGlyph(0, 66, 20, 20, 5, 7); //B
SetGlyph(0, 67, 30, 20, 5, 7); //C
SetGlyph(0, 68, 40, 20, 5, 7); //D
SetGlyph(0, 69, 50, 20, 5, 7); //E
SetGlyph(0, 70, 60, 20, 5, 7); //F
SetGlyph(0, 71, 70, 20, 5, 7); //G
SetGlyph(0, 72, 80, 20, 5, 7); //H
SetGlyph(0, 73, 90, 20, 4, 7); //I
SetGlyph(0, 74, 100, 20, 5, 7); //J
SetGlyph(0, 75, 110, 20, 5, 7); //K
SetGlyph(0, 76, 120, 20, 5, 7); //L
SetGlyph(0, 77, 130, 20, 6, 7); //M
SetGlyph(0, 78, 140, 20, 6, 7); //N
SetGlyph(0, 79, 150, 20, 5, 7); //O
//Row4
SetGlyph(0, 80, 0, 30, 5, 7); //P
SetGlyph(0, 81, 10, 30, 6, 7); //Q
SetGlyph(0, 82, 20, 30, 5, 7); //R
SetGlyph(0, 83, 30, 30, 5, 7); //S
SetGlyph(0, 84, 40, 30, 6, 7); //T
SetGlyph(0, 85, 50, 30, 5, 7); //U
SetGlyph(0, 86, 60, 30, 6, 7); //V
SetGlyph(0, 87, 70, 30, 6, 7); //W
SetGlyph(0, 88, 80, 30, 6, 7); //X
SetGlyph(0, 89, 90, 30, 6, 7); //Y
SetGlyph(0, 90, 100, 30, 5, 7); //Z
SetGlyph(0, 91, 110, 30, 3, 7); //[
SetGlyph(0, 92, 120, 30, 5, 7); // \
SetGlyph(0, 93, 130, 30, 3, 7); //]
SetGlyph(0, 94, 140, 30, 4, 7); //^
SetGlyph(0, 95, 150, 30, 4, 7); //_
//Row5
SetGlyph(0, 96, 0, 40, 3, 7); //`
SetGlyph(0, 97, 10, 40, 5, 7); //a
SetGlyph(0, 98, 20, 40, 5, 7); //b
SetGlyph(0, 99, 30, 40, 5, 7); //c
SetGlyph(0, 100, 40, 40, 5, 7); //d
SetGlyph(0, 101, 50, 40, 5, 7); //e
SetGlyph(0, 102, 60, 40, 5, 7); //f
SetGlyph(0, 103, 70, 40, 5, 7); //g
SetGlyph(0, 104, 80, 40, 5, 7); //h
SetGlyph(0, 105, 90, 40, 2, 7); //i
SetGlyph(0, 106, 100, 40, 4, 7); //j
SetGlyph(0, 107, 110, 40, 4, 7); //k
SetGlyph(0, 108, 120, 40, 2, 7); //l
SetGlyph(0, 109, 130, 40, 6, 7); //m
SetGlyph(0, 110, 140, 40, 5, 7); //n
SetGlyph(0, 111, 150, 40, 5, 7); //o
//Row6
SetGlyph(0, 112, 0, 50, 5, 7); //p
SetGlyph(0, 113, 10, 50, 5, 7); //q
SetGlyph(0, 114, 20, 50, 5, 7); //r
SetGlyph(0, 115, 30, 50, 5, 7); //s
SetGlyph(0, 116, 40, 50, 4, 7); //t
SetGlyph(0, 117, 50, 50, 5, 7); //u
SetGlyph(0, 118, 60, 50, 6, 7); //v
SetGlyph(0, 119, 70, 50, 6, 7); //w
SetGlyph(0, 120, 80, 50, 5, 7); //x
SetGlyph(0, 121, 90, 50, 5, 7); //y
SetGlyph(0, 122, 100, 50, 5, 7); //z
SetGlyph(0, 123, 110, 50, 4, 7); //({)
SetGlyph(0, 124, 120, 50, 3, 7); //|
SetGlyph(0, 125, 130, 50, 4, 7); //(})
SetGlyph(0, 126, 140, 50, 5, 7); //"
SetGlyph(0, 127, 150, 50, 5, 7); //~
struct Spell {
String name;
int tool;
int element;
int incantation;
int mark;
int gem;
};
Spell spells[10]; //Total Number of Spells
Spell plspell[1]; //Page Left Spell
Spell prspell[1]; //Page Right Spell
plspell[0] = spells[0];
prspell[0] = spells[1];
Quote
SpellFinder.asc (184): Error (line 184): cannot assign to 'plspell'
plspell.name = spells[0].name;
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