Thank you, I'll try them out 
(Ps the link to the the forum is: http://www.adventuregamestudio.co.uk/forums/index.php?topic=39050.0 )

(Ps the link to the the forum is: http://www.adventuregamestudio.co.uk/forums/index.php?topic=39050.0 )
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private void WriteBackgrounds(XmlTextWriter output, ILoadedRoom room, string roomName)
{
output.WriteStartElement("Backgrounds");
for (int j = 0; j < room.BackgroundCount; j++)
{
using (Bitmap bmp = new Bitmap(room.Width, room.Height))
using (Graphics g = Graphics.FromImage(bmp))
{
// NEW - store as seperate .png file
editor.RoomController.DrawRoomBackground(g, 0, 0, j, 1);
string roomFileName = PathRoomBackgrounds + GetValidPath(roomName) + "_" + j + ".png";
//MessageBox.Show(roomFileName);
bmp.Save(roomFileName, ImageFormat.Png); //THIS LINE
}
}
output.WriteEndElement(); // Backgrounds
}
Quote from: Crimson Wizard on Sun 08/04/2018 01:37:01
Seriously, you are becoming one of the most obnoxious people I've met on this forum. What's with all that making those large unnecessary hysterical posts?
We already got your request. No need to repeat same things over and over again.
Quote from: Crimson Wizard on Sun 08/04/2018 01:37:01
BTW, The fact that AGS does not accept your 8-bit BMPs means only that you are not saving BMPs correctly.
Quote from: Crimson Wizard on Sun 08/04/2018 01:37:01
You must understand, that AGS is practically a dead project. Less and less people working on it. And when they do, they do it when they have spare time and interest. No one here is obliged to do things for you.
If you want something done now and fast, then hire a programmer and bug them instead.
Quote from: Crimson Wizard on Sun 08/04/2018 01:37:01Quote from: bx83 on Sun 08/04/2018 01:28:32
If anyone can show me:
1. How do I export a copy of the walkable areas via screenshot at 1024x768
2. then resize image to 1920x1080
3. and then reimport
I guess when people want to have a mask in a file, they don't create it inside AGS in the first place. Instead they make masks in the image editor, e.g. as a separate layer, and keep editing them there. This way you do not need to export/import, only reimport from file.
TBH the thing that you keep doing this tedious procedure made me very surprised. Personally, I'd never do such thing, as soon as I see how difficult and time consuming it is.
Quote from: Privateer Puddin' on Sun 08/04/2018 01:08:49
As you said, there's been one post about it since 2009 so there's not a lot of demand. Now, you've requested it again and if there's someone working on the editor, maybe they will add it.
Quote from: Privateer Puddin' on Sun 08/04/2018 01:08:49
I don't think anyone here is arguing the feature wouldn't be useful, but as realistically looking at it there may not be any active development of the editor, trying to offer you help in improving your workflow (with photoshop alone you can speed that up and save to the correct format) but you already declined that support.
...
cCharacter.Say("Goodbye")
Stop
function dialog_options_get_dimensions(DialogOptionsRenderingInfo *info)
{
info.X = 0;
info.Y = 704;
info.Width = 1024;
info.Height = 64;
}
function DrawDialogOptions(DrawingSurface *ds, DialogOptionsRenderingInfo *info)
{
int i = 1, ypos=0, xpos=0;
ds.Clear(15);
while (i <= info.DialogToRender.OptionCount)
{
if (info.DialogToRender.GetOptionState(i) == eOptionOn)
{
String str = info.DialogToRender.GetOptionText(i);
int cur_img = str.AsInt;
ds.DrawImage(xpos, ypos, cur_img);
xpos+=64;
}
i++;
}
}
function dialog_options_render(DialogOptionsRenderingInfo *info)
{
DrawDialogOptions(info.Surface, info);
}
function dialog_options_repexec(DialogOptionsRenderingInfo *info)
{
int i = 1, xpos = 0;
while (i <= info.DialogToRender.OptionCount)
{
if (info.DialogToRender.GetOptionState(i) == eOptionOn)
{
if (mouse.y >= info.Y && mouse.x >= xpos && mouse.x <= xpos+64)
{
info.ActiveOptionID = i;
return;
}
xpos+=64;
}
i++;
}
}
function dialog_options_mouse_click(DialogOptionsRenderingInfo *info, MouseButton button)
{
if (info.ActiveOptionID > 0) {
DynamicSprite *MyDynamicSpriteForTheFakeGUI = DynamicSprite.Create(info.Width, info.Height, true);
DrawingSurface *ds = MyDynamicSpriteForTheFakeGUI.GetDrawingSurface();
DrawDialogOptions(ds, info);
ds.Release();
gFakeDialogOptions.X = info.X;
gFakeDialogOptions.Y = info.Y;
gFakeDialogOptions.Width = info.Width;
gFakeDialogOptions.Height = info.Height;
gFakeDialogOptions.Clickable = false;
gFakeDialogOptions.BackgroundGraphic = MyDynamicSpriteForTheFakeGUI.Graphic;
gFakeDialogOptions.Visible = true;
info.RunActiveOption();
}
}
QuoteYour second video shows that it's close to working. It looks like you're either showing the wrong GUI, drawing to the wrong GUI, or using the same GUI or dynamic sprite for the fake dialog options as for the speech bubble module.
Quote-What you have done (in this case, what you've done differently than in previous attempts)Wrote the code crimson wizard wrote.
Quote-What you expected to happenA copy of the GUI would be displayed.
Quote-What did in fact happenSelecting a question did the same as before; speech erased the dialogue options window, and it was only brought back when speech was over.
QuoteLet's say the fake GUI you've created is called gFakeDialogOptions, set to Visibility: Normal (initially off). Try this:How do you define the GUI? With 'GUI *gFakeDialogOptions =
Quote-What you have done (in this case, what you've done differently than in previous attempts)Wrote the code crimson wizard wrote.
Quote-What you expected to happenA copy of the GUI would be displayed.
Quote-What did in fact happenSelecting a question did the same as before; speech erased the dialogue options window, and it was only brought back when speech was over.
QuoteLet's say the fake GUI you've created is called gFakeDialogOptions, set to Visibility: Normal (initially off). Try this:How do you define the GUI? With 'GUI *gFakeDialogOptions =
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