As requested in another thread, support for luminance greater than 100% would be ideal.
Cheers,
Paul.
Cheers,
Paul.
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Show posts MenuQuotesince you'd rarely need to change saturation at different spots in the roomYeah I would also find it useful for turning a color scene into a grayscale scene reminiscent of the 1950's.
QuoteWould anyone else find support for luminance > 100% useful?I have requested this before actually, CJ. I would find it astronomically useful. Incidentally, my game if full of super bright spotlights that nearly swallow the player and I don't really want to keep creating separate views for this.
QuoteThat sounds interesting. I'm sure that somebody will take to it as there is usually a high call these days for IDE class tools.
But one of the merits of command-line compilers is that you can easily invoke them from external programs.
QuoteIt's just not advisable right now, as the ScummC syntax isn't stable yetThat's fair enough. Thanks for explaining it all to me.
QuoteAnd thanks for the offer! I'll contact you via mail/PM on that.The pleasures mine, G33K.
QuoteWell, the idea was that they're so simple you don't need an example on how to use themWell considering I had no point of reference on what to write and how to write it, it might not be as simple for beginners as you assumed. But thanks for adding an example to the manual.
QuoteWhen you run at 320x200 it has to shrink the fontWhy? My game doesnt need to be shrunk to 320x200 because the game uses 320x200 resolution anyway. My game is not designed for 640x400. I simply play it at 2x windowed for testing purposes which is how I noticed the bug in the first place.
Quotedo you have TTF anti-aliasing enabledIt is disabled and 'Fonts Designed for 630x480' is set to false.
QuoteIs this 1 pixel offset causing you a problem?Not at all. Just hunting bugs for you.
QuoteI'm not really sure what you're asking here, can you re-phrase that?Never mind mate. This question is now invalid.
QuoteI can understand the off-position problem if it's a true type font or a high res bitmap font, but it shouldn't happen if it's a low res. bitmap font.I AM using a low res SCI bitmap font as a matter of fact.
Quote from: myselfThe label's coordinates in the game/editor are still not representative of each other.
if (GetGlobalVariable(ego_has_item1)==1) {
--code here--
}
SetGlobalVariable(ego_has_item1, 0);
QuoteWhat's meant by "windows toolset"?Forgive me if I sound stupid but I meant tools that don't run in dos like costview.exe or scc.exe.
SetTimer(1, 300);
if (IsTimerExpired(1) == 1) {
Display("Timer expired");
}
int fbtimer = 1;
if (fbtimer == 200) {
Display("Timer expired");
fbtimer = 0;
}
else if (fbtimer == 0) {}
else {
fbtimer ++;
}
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