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Messages - biverix

#1
Critics' Lounge / Re: EGA-Style Room Critique
Tue 25/04/2023 21:40:09
@newwaveburritos That actually works amazingly well! I probably won't end up using the magenta on the plinth thing as I need it legibly white for gameplay reasons, but the blue/black dithered shadow on the right is really top notch visually.

I'm always a bit scared of completely going ham with EGA dithering a la Colonel's Bequest because I'm concerned it will look too noisy when it renders crisply on a modern HD non-CRT screen, but this is what I feel is the perfect amount and placement.
#2
Critics' Lounge / Re: EGA-Style Room Critique
Mon 24/04/2023 08:59:51
Hey, everyone, thanks; here's the original size if you want to play around with it!

There will be character sprites for walking in the shaded parts of rooms, as well is pitch darkness (for a puzzle), although, to be honest, it doesn't even look that unnatural when the character is standing in shade as it is, like in the image I've linked. Or maybe I'm just used to 80s adventure game conventions.

@newwaveburritos - Thank you, I'd love to see more of your art! Now I have looked at your posts, I see I have actually stumbled upon some of your designs on reddit while doing research for this very room. The mini-golfing zombie has been particularly influential. Small world  :P
#3
Critics' Lounge / EGA-Style Room Critique
Mon 24/04/2023 01:38:58
Hey everyone.

First time I'm actually seriously engaging with AGS and actually committing to making a complete game (about my girlfriend and her cat). I'll post more in the appropriate board once I've got some more meat on those bones.

I'm going for a kind of Indiana Jones EGA vibe.

Now, could I please get some feedback for improvement regarding both this background and overall room design? Perspective sure isn't easy when you've got downwards of 200 usable vertical pixels to work with. I'm pleased overall but it's no Mark Ferrari.



Thanks!
#4
Thanks a lot! Must have missed that; turning backwards compatibility on seems to have worked just fine. I might just eventually get around to recoding that whole bit to work with the new-style dialogue API.
#5
Hiya.

I hate to necro this, but I was wondering if someone could help me out with this template.  :(

This is perfect for what I need (that Wadjet-style UX) and could save me a lot of time.

I'm running it on AGS 3.5.0 and everything seems to work fine, except the dialogues are broken.

Specifically, I cannot seem to click any dialogue options in the demo game. Can someone help me out with this?  :-\

Here is the bit of the Global script that deals with dialogue options rendering:

Code: ags
function dialog_options_get_dimensions(DialogOptionsRenderingInfo*info) {
    info.Width = 320;
    int i = 1, o = 0;
    while (i <= info.DialogToRender.OptionCount) { // i is the total number of possible options
        if (info.DialogToRender.GetOptionState(i) == eOptionOn) {
            o++; // o counts number of options available right now
        }
    i++;
    }
    info.Height = (10*o); // assumes standard height of text? makes sure the window is only as tall as it needs to be
    info.X = 0;
    info.Y = (200-info.Height);
    // Put the text parser at the bottom (if enabled)
    info.ParserTextBoxX = 10;
    info.ParserTextBoxY = 160;
    info.ParserTextBoxWidth = 180;
}

function dialog_options_render(DialogOptionsRenderingInfo*info) {
    // Clear the area black
    info.Surface.Clear(0);
    int i = 1, o = 1, ypos = 0;
    String text;
    // Render all the options that are enabled
    while (i <= info.DialogToRender.OptionCount) {
        if (info.DialogToRender.GetOptionState(i) == eOptionOn) {
            if (info.ActiveOptionID == i) info.Surface.DrawingColor = 10; // green for hover
            else if (i == info.DialogToRender.OptionCount) info.Surface.DrawingColor = 63488; // red for last option to quit dialog
            else if (info.DialogToRender.HasOptionBeenChosen(i) == 1) info.Surface.DrawingColor = 27; // grey for option that has been chosen before
            else info.Surface.DrawingColor = 15; // white for default text colour of option
            text = String.Format("%d. ", o); // puts number before option so that players can select it with keypad instead of mouse click. this number is not the actual number of the option, but merely its position in the available options list
            text = text.Append(info.DialogToRender.GetOptionText(i));
            info.Surface.DrawStringWrapped(5, ypos, info.Width - 10, eFontNormal, eAlignLeft, text);
            //ypos += GetTextHeight(info.DialogToRender.GetOptionText(i), eFontNormal, info.Width - 10);
            ypos += 10; // assumes text height is 10
            o += 1;
        }
    i++;
    }
}

function dialog_options_get_active(DialogOptionsRenderingInfo*info) {
    int i = 1,  ypos = 0;
    // Find the option that corresponds to where the player clicked
    while (i <= info.DialogToRender.OptionCount) {
        if (info.DialogToRender.GetOptionState(i) == eOptionOn) {
            //ypos += GetTextHeight(info.DialogToRender.GetOptionText(i), eFontNormal, info.Width - 10);
            ypos += 10;
            if ((mouse.y - info.Y) < ypos) {
                info.ActiveOptionID = i;
                return;
            }
        }
        i++;
    }
}

function dialog_options_mouse_click(DialogOptionsRenderingInfo*info, MouseButton button) {
    // do something here if you want!
}

Thanks in advance!
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