Zelaron Gaming Forum  
Stats Arcade Portal Forum FAQ Community Calendar Today's Posts Search
Go Back   Zelaron Gaming Forum > Zelaron Gaming > RPGMaker

 
 
Thread Tools Display Modes

 
Unhappy Message Screen
Reply
Posted 2004-04-01, 02:11 PM
Could someone please tell me how to keep the font on the message screen. Every time I make a message for some reason a huge portion of it doesn't show up. I really need help. Also in case some people don't know if you are playing or testing a game you can take it from full screen to a window view by pressing F4 .
Old
Profile PM WWW Search
Tsukasa is neither ape nor machine; has so far settled for the in-betweenTsukasa is neither ape nor machine; has so far settled for the in-between
 
 
Tsukasa
 



 
Reply
Posted 2004-04-01, 02:53 PM in reply to Tsukasa's post "Message Screen"
The length of the message screen is not equal to the width of the message box. I'm not sure why it's set up that way, myself.

The in-game font uses monospaced fonts, and can hold 50 characters per line, by my count. A picture should help:



Of course, it's obviously lower with a picture - when that happens, the character limit is 38!



As a general rule, keep all text before the C in the "Cancel" button.
If you're using a picture, keep the text before the right edge of the OK button.

Obviously, this won't always work, but it'll keep you from having to redo much - you might have one letter over the limit sometime, or you might have a lot of space left on that line. You could always do a character count in Word if you're worried about a particular line.

=======================================

Remember that, in normal, proportionally spaced fonts, the letter "i" takes up less space than an "m". 10 of each letter:

iiiiiiiiii
mmmmmmmmmm

In a monospaced font, "i" and "m" take the same amount of space:

iiiiiiiiii
mmmmmmmmmm


So that's the reason for this whole problem.
Old
Profile PM WWW Search
BlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzBlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
BlueCube
 



 
message screen
Reply
Posted 2004-04-01, 07:11 PM in reply to BlueCube's post starting "The length of the message screen is not..."
Thanks BlueCube. so when I hit that point should I just use something to fill that space so I don't run into that problem???
-In the end we all serve a purpose. It's time to find your's.
Old
Profile PM WWW Search
Tsukasa is neither ape nor machine; has so far settled for the in-betweenTsukasa is neither ape nor machine; has so far settled for the in-between
 
 
Tsukasa
 



 
Reply
Posted 2004-04-02, 05:38 AM in reply to Tsukasa's post "message screen"
Tsukasa said:
Thanks BlueCube. so when I hit that point should I just use something to fill that space so I don't run into that problem???
Nah, just hit Enter for a new line, don't even bother filling up the space you can't see.
Old
Profile PM WWW Search
BlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzBlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
BlueCube
 



 
Thank You BlueCube
Reply
Posted 2004-04-02, 01:26 PM in reply to BlueCube's post starting "Nah, just hit Enter for a new line,..."
Thanks BlueCube...in one of your earlier posts you told somebody that there were 480 tiles in a tileset. How did you get that number because I only counted around 302.
-In the end we all serve a purpose. It's time to find your's.
Old
Profile PM WWW Search
Tsukasa is neither ape nor machine; has so far settled for the in-betweenTsukasa is neither ape nor machine; has so far settled for the in-between
 
 
Tsukasa
 



 
Reply
Posted 2004-04-02, 05:12 PM in reply to Tsukasa's post "Message Screen"
I said this in the other thread, but just to clarify:

--------------

Each tile is 16x16, the whole tileset is 480x256.

(480/16)x(256/16) = 30x16 = 480

-------------

That's the tileset graphic file itself, not the number of direct tiles. The "grass" tile looks like 1 within the program, but it's actually made of 12 tiles - open a tileset in MSPaint to see.

In the game, the lower layer has 6x27, or 162 tiles, while the upper layer has 6x24, or 144 tiles. The total from THAT is 306 "useable" tiles.

Again, I really suggest opening up a tileset (after you make a copy of course). Just play around with it.
Old
Profile PM WWW Search
BlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzBlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
BlueCube
 



 
Reply
Posted 2004-04-02, 05:18 PM in reply to BlueCube's post starting "I said this in the other thread, but..."
*UNSUMMON BLUECUBE*
Old
Profile PM WWW Search
Grav never puts off to tomorrow what can be done the day after tomorrowGrav never puts off to tomorrow what can be done the day after tomorrowGrav never puts off to tomorrow what can be done the day after tomorrowGrav never puts off to tomorrow what can be done the day after tomorrowGrav never puts off to tomorrow what can be done the day after tomorrow
 
 
Grav
 



 
Reply
Posted 2004-04-02, 06:57 PM in reply to BlueCube's post starting "I said this in the other thread, but..."
Oh, ok i just wasn't sur what you meant by that and I forgot that some tiles were animated. How long have you been using RPG Maker and do you make games often? Thanks
-In the end we all serve a purpose. It's time to find your's.
Old
Profile PM WWW Search
Tsukasa is neither ape nor machine; has so far settled for the in-betweenTsukasa is neither ape nor machine; has so far settled for the in-between
 
 
Tsukasa
 
 

Bookmarks

« Previous Thread | Next Thread »

Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules [Forum Rules]
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT -6. The time now is 03:10 PM.
'Synthesis 2' vBulletin 3.x styles and 'x79' derivative
by WetWired the Unbound and Chruser
Copyright ©2002-2008 zelaron.com
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
This site is best seen with your eyes open.