Hi, folks.
Well I'm now venturing into dialog territory, and I wanted to set up a system akin to the CMI style - a transparent background overlay, different text colors than AGS' defaults, arrows for scrolling copious dialog options, etc.
I quickly gathered that I couldn't have all of these things with the built-in system, so naturally I turned toward using a custom GUI (not a text window GUI either, because I wish to control the placement of the GUI and don't want a border), but now I've hit a few roadblocks. I read through several older posts about similar matters, but am not sure if some things that were previously considered impossible now have workarounds. I also went through the 'custom dialog options rendering' article in the manual and tried implementing some of the functions, but it wasn't quite working out for me (not sure if it's not applicable for what I'm trying to do or if I was just doing it wrong).
Here's what I'm after but haven't been able to figure out:
1. The default color for dialog options. I believe this is normally tied to the player character's speech color, but (if possible) I'd like to be able to adjust this.
2. The highlight color for dialog options when hovered over with the mouse. I know this can be done with a text window GUI, but again I'm not using that here (for the reasons given above), and I saw that someone in an older thread was able to figure out how to change this for Sierra style dialog, but at the time it seemed like it wasn't possible to do so with the method I'm using. I'm hoping this has changed or that one of you clever wizards can come up with something.
3. How would I implement arrows (using custom graphics, no less) for scrolling through excess options? Is it anything like how it's done for inventory pages?
4. This one's just a minor niggle: Is there any way to constrain the act of highlighting an option to hovering over only the actual text of each option, rather than the entire width of the GUI for each line?
Any assistance with these is much appreciated.
Well I'm now venturing into dialog territory, and I wanted to set up a system akin to the CMI style - a transparent background overlay, different text colors than AGS' defaults, arrows for scrolling copious dialog options, etc.
I quickly gathered that I couldn't have all of these things with the built-in system, so naturally I turned toward using a custom GUI (not a text window GUI either, because I wish to control the placement of the GUI and don't want a border), but now I've hit a few roadblocks. I read through several older posts about similar matters, but am not sure if some things that were previously considered impossible now have workarounds. I also went through the 'custom dialog options rendering' article in the manual and tried implementing some of the functions, but it wasn't quite working out for me (not sure if it's not applicable for what I'm trying to do or if I was just doing it wrong).
Here's what I'm after but haven't been able to figure out:
1. The default color for dialog options. I believe this is normally tied to the player character's speech color, but (if possible) I'd like to be able to adjust this.
2. The highlight color for dialog options when hovered over with the mouse. I know this can be done with a text window GUI, but again I'm not using that here (for the reasons given above), and I saw that someone in an older thread was able to figure out how to change this for Sierra style dialog, but at the time it seemed like it wasn't possible to do so with the method I'm using. I'm hoping this has changed or that one of you clever wizards can come up with something.
3. How would I implement arrows (using custom graphics, no less) for scrolling through excess options? Is it anything like how it's done for inventory pages?
4. This one's just a minor niggle: Is there any way to constrain the act of highlighting an option to hovering over only the actual text of each option, rather than the entire width of the GUI for each line?
Any assistance with these is much appreciated.