SCUMM template (Visionaire RC0)

  • #20, by sebastianThursday, 11. May 2017, 11:26 7 years ago
    the bottom text is my default action text rectangle. completely unrelevant here. i did not remove it because thats where i normally habe it in my game smile 

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  • #21, by denis-Friday, 12. May 2017, 13:27 7 years ago
    Ciao...hai già una bozza in mente di come si svolge l avventura? ?? se dici possiamo provare a vedere se in 2 si combina qualcosa di buono...


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  • #22, by gabartsSaturday, 13. May 2017, 11:42 7 years ago
    What's the status of fonts in Visionaire? If you set ttf will going to work? Because I've tried and it seems there are some problems displaying them.

    And the template for creating your own is still available?!

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  • #23, by marvelSaturday, 13. May 2017, 12:37 7 years ago
    What's the status of fonts in Visionaire? If you set ttf will going to work? Because I've tried and it seems there are some problems displaying them.

    I'm using TTfs in my game and I don't have problems displaying them. But there are still issues with ttfs in android games, yes. 

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  • #24, by sebastianSaturday, 13. May 2017, 12:39 7 years ago
    What's the status of fonts in Visionaire? If you set ttf will going to work? Because I've tried and it seems there are some problems displaying them.

    And the template for creating your own is still available?!

    what issues are you experiencing?

    Here you can find the template:

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  • #25, by gabartsSaturday, 13. May 2017, 14:33 7 years ago
    Thanks, I've created mine but somehow fonts don't show up. I will try with the template again.

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  • #26, by sebastianSunday, 14. May 2017, 00:51 7 years ago
    Thanks, I've created mine but somehow fonts don't show up. I will try with the template again.

    I looked up your project you send me. You need to set an interface font (interface properties) to have the action text from the action text area visible wink

    (also see my answer i wrote you via PM )

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  • #27, by gabartsSunday, 14. May 2017, 13:08 7 years ago
    That was the mistake I found but still the problem is unsolved, now besided the action text is correctly set up here what appears...


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  • #28, by sebastianSunday, 14. May 2017, 13:47 7 years ago
    That was the mistake I found but still the problem is unsolved, now besided the action text is correctly set up here what appears...


    now you are trying the thimbleweed park like action text above cursor, right?
    Can you make some screenshots on how you setup this interface?

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  • #29, by gabartsSunday, 14. May 2017, 16:20 7 years ago
    Hi Sebastien,
    it's been really a mess with all this so far... smile I'll start again from 0 with some new variables. The TWP yes, I'll do that in higher resolution with full background and your script. But in general, I'll not go further with this scumm thing because sincerely that one I built with AGS is better and I'm more confident with that script.

    I prefer to use Visionaire to set up an interface in the style of Broken Sword for my game.

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  • #30, by afrlmeSunday, 14. May 2017, 18:24 7 years ago
    In regards to the attached screenshot... are you trying to show us that the positioning has been offset when the cursor was positioned near to the top of the screen?

    Seems like standard behaviour to me. You could adjust Sebastians script to offset action text below cursor or to left or right of cursor if cursor is too close to the top, left or right hand side of the screen as to obscure the text.

    Personally I think it's neater to have the text show up in a specific section of an interface or not at all than having it display by the cursor as it never looks that nice when positioned based on cursor as it depends on how you create each cursor sprite/animation, whether or not they all have same canvas size, animation center & so on. & then you have the issue with action text getting a forced offset if the cursor is moved too close to the edge or the text not being visible because it ends up off the screen instead.

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