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Messages - abstauber

#201
Instead of AdjustLanguage(), try
InitGuiLanguage();

If I find the time I'll dig into this a bit deeper tomorrow.

edit: removed bogus
#202
The template that comes with AGS already has this build in. The scroll arrows appear automatically as soon as they are needed.
#203
Wow, those graphics look really nice!

Well the button font is quite close to the one of Thimbleweed Park - I'd say if you go commercial, you might want to go for a more independet route.

But if it's freeware I don't see any issues at all - the font (also the color) fits your game perfectly (as far as I can tell from your background)
#204
Hmm... it seems like you somehow triggered an editor bug. The font is rendered correctly in the game itself and it is also rendered correctly if you chose a button instead of a label.

It is just the label, that doesn't like the Xpaider font. Changing other labels to the mentioned font (your debug GUI for example) worked perfectly fine. But creating a new GUI with a new label resulted in a messy font again.

Like you described, I wasn't able to replicate this outside of your game project.

I'd say you also show your sources to Tzachs and Crimson Wizard, maybe they have a clue about what going on.
#205
The Rumpus Room / Re: Name the Game
Tue 29/01/2019 08:35:51
Yep, Crash got it right. Your turn.  ;-D
#206
The Rumpus Room / Re: Name the Game
Mon 28/01/2019 18:21:35
Oh well, here's another screeny:

#207
The Rumpus Room / Re: Name the Game
Mon 28/01/2019 09:28:29
Nope, no Dalton-chins to be found :)
#208
The Rumpus Room / Re: Name the Game
Sun 27/01/2019 15:06:25
Hehe, fitting comparision :D

Next one shouldn't take long.
#209
Aww.. we used up all our vaction to spend a month in Finland. From the mid of June to the mid of July we're could meet theoretically somewhere in Finland (preferably Lapland).

But maybe we could join for an extended Weekend in late August, as long as it is nearby.
#210
The Rumpus Room / Re: Name the Game
Sun 27/01/2019 12:20:12
Do I smell an Amiga game in here? Celtic Legends  :-D
#211
Quote from: Monsieur OUXX on Thu 03/01/2019 12:07:21
Quote from: abstauber on Thu 03/01/2019 10:24:25

  CustomDialogGui.DialogGuiOptions[eDialogGui_bg_img_transparency]   = -1;

OK. I don't know what I'm doing wrong. When importing the PNG, should I say "yes" to "use alpha?" and should I select "leave transparency as-is"?

Yep.
Also make sure to check the option "GUI alpha rendering style" in the general settings. It has to be set to Proper Alpha Blending".

Here's the source image from the template, if you import this one, you can be sure that it works.

[imgzoom]https://raw.githubusercontent.com/dkrey/ags_tumbleweed/master/assets/gui/dialog_background.png[/imgzoom]
https://raw.githubusercontent.com/dkrey/ags_tumbleweed/master/assets/gui/dialog_background.png
#212
Quote from: Crimson Wizard on Thu 03/01/2019 10:01:37
Quote from: Snarky on Thu 03/01/2019 08:57:23
There is no proper way. There's a bug in AGS: rendering is broken for GUIs with alpha-transparent backgrounds and content (including text) with alpha-transparency.

This was supposed to be fixed long ago! If it's still not working please do bug report, otherwise I won't know about it.

Here's proof that it works  8-) The frame is 100% opaque, the background is semi transparent, the scroll arrows render correctly as does the font outline.
[imgzoom]http://shatten.sonores.de/wp-content/uploads/2019/01/cdg_alpha_proof.png[/imgzoom]
#213
Maybe I don't get it, but if it's about a GUI background with different alpha levels... that works and it's already implemented in the template.
Code: ags
  // Background
  // set bg_img_transparency to -1 if you're using 32-bit graphics and
  // want to preserve the alpha channel  
  CustomDialogGui.DialogGuiOptions[eDialogGui_bg_img]                = 122;
  CustomDialogGui.DialogGuiOptions[eDialogGui_bg_img_scaling]        = 0;
  CustomDialogGui.DialogGuiOptions[eDialogGui_bg_img_transparency]   = -1;
  CustomDialogGui.DialogGuiOptions[eDialogGui_bg_color]              = 0;


When you work with an alpha transparent PNG, you actually don't want AGS to interfere with it, you do it all in the image file.

Quote- I tried with a sprite imported from a PNG containing an all-black image with alpha (the black is 20% transparent) and  and eDialogGui_bg_img_transparency set to 0, now it's the font outline that goes cuckoo
Just set eDialogGui_bg_img_transparency to -1 and you should be fine.
#214
I'm with you Babar, I absolutlely adore Loom. Most people might just find it too short and easy. Or they haven't played the CD-Rom version :)
#215
Here's the new beta, compiled as a template for your convenience :)
I've been testing it for a bit now, but I couldn't find anything odd yet. But since so much has changed code wise, it would be great if anyone else could have a look.

Changes (mostly by Monsieur Ouxx)
- cleaned up the global script (moved the remaining GUI actions to the options menu module)
- Localisation of the GUI elements is handled a bit different internally
- It's possible to change the GUIs being used by the template
- Some more refactoring, the template throws errors if a module is missing.

Here it is:
http://shatten.sonores.de/wp-content/uploads/2018/11/tumbleweed_12_beta.zip
#216
QuoteI'll check out my code and the state of the pull, as well as CW's comment asap.
(wtf)

Hehe, no worries. I was able to find some time fixing your bugs and to merge your changes. Thanks for the tedious work of refactoring all this stuff (nod)

Anyone dares to test this right from the repo as well?
#217
The Rumpus Room / Re: Name the Game
Thu 01/11/2018 21:14:00
oh noes, sorry for the late reply. Yes in both ways: it's Exile on the Amiga!

The screenshot was from Flag, also on the Amiga. Unfortunately it never got released.
http://hol.abime.net/4774/screenshot
#218
The Rumpus Room / Re: Name the Game
Tue 30/10/2018 12:25:50
Yay. Here we go:


Argh, I just read that this one never got released. So let's simply admire the beauty of the pixels. I'll add a different pic in a second.

Alright - this is the one to guess:

#219
The Rumpus Room / Re: Name the Game
Tue 30/10/2018 12:03:22
Looks like Sim Tower to me
#220
I just tried it in high res, but I still can't reproduce this error - everything works as expected, even when I use your exact coordinates.

Could it be that this.border_right is smaller than your arrow buttons? Maybe your button is being blocked by the dialog text. Also: does the mousewheel work to flip through the options?

Oh, and the dialog script version coming with the 9verb template 1.5.2 should be 1.1.

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