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Messages - abstauber

#121
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.
#122
The Rumpus Room / Re: Name the Game
Tue 29/01/2019 08:35:51
Yep, Crash got it right. Your turn.  ;-D
#123
The Rumpus Room / Re: Name the Game
Mon 28/01/2019 18:21:35
Oh well, here's another screeny:

#124
The Rumpus Room / Re: Name the Game
Mon 28/01/2019 09:28:29
Nope, no Dalton-chins to be found :)
#125
The Rumpus Room / Re: Name the Game
Sun 27/01/2019 15:06:25
Hehe, fitting comparision :D

Next one shouldn't take long.
#126
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
#127
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
#128
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]
#129
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.
#130
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
#131
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?
#132
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
#133
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:

#134
The Rumpus Room / Re: Name the Game
Tue 30/10/2018 12:03:22
Looks like Sim Tower to me
#135
The Rumpus Room / Re: Happy Birthday Thread!
Mon 15/10/2018 09:28:32
Happy birthday, Cat!
#136
QuoteSorry for barging in the discussion
I was actually hoping you would do that :D
Thanks for the clarification, I guess I just need to wait until Mathieu replies. Maybe in the meantime I find time to do a full code review, since this pull request is quite a biggie.
In any case the #error command will find its way into the template (nod)
#137
I downloaded your last commit from Aug 18th (dedfd488392cf46dad0af3dbe2ddde97eb44c1df) and tried it to compile it with AGS. Since then I still didn't find the time review all the changes and probably find a fix for the remaining bugs.

That also raises the question: do I need merge this borked pull request and fix the bugs in the master branch or do I have to work in your repo to make it happen?
#138
@Babar: Sorry about the broken link, I've just fixed it.

@Monsieur OUXX: Your changes seem to make a lot of sense, but unfortunately your pull request does not compile (yet)
QuoteGlobalScript.asc(54): Error (line 54): '.AdjustLanguage' is not a public member of 'Verbs'. Are you sure you spelt it correctly (remember, capital letters are important)?
#139
The Rumpus Room / Re: Name the Game
Tue 28/08/2018 10:35:23
The Adventures of Captain Comic
#140
Oh, that's easy to explain: the "tiny" font is a .wfn font. But if I recall correctly, you have to start with a ttf font first and then replace it with the wfn font in the file system.
You can find the wfn font in the assets folder in Github, or here on the forums: it is Tom Thumb.
http://www.adventuregamestudio.co.uk/forums/index.php?topic=48798

@Imsomnia212: Cheers! I'm looking forward to see some of your games in the future. Your abandoned mags game already looked very promising.
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