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Thread: The perfect text color...

  1. #1
    Lynel Nick's Avatar
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    Question The perfect text color...

    I've been messing with my text trying to find the perfect color that will always show up, but I can't find it. White is the generic color, but it doesn't show up at all in my snowy area. It also fails to stand out through flames (I have a cutscene involving some flames) and certain colors.

    I tried a darker grey to find it still doesn't show up through flames, but it is readable in the snowy area. I tried blue to find it wasn't readable in Bloody Hideaway and was an overall hard color to read even though it stood out.

    I tried green to find similar results to that of blue.

    Is there a color that one can actually read most of the time and has a rare chance of showing up in the game (level palatte wise)?

  2. #2
    Wizrobe GuitarmanTim's Avatar
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    yellow

    a bit dark yellow should work exept maybe in the fire area.

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    Wizrobe Raichu86's Avatar
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    You could try using layers to create windows for your text.

    Like this:



    I never let the text be anything less than very easy to read.

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    Lynel Nick's Avatar
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    Why in the world did I not think of that? (Don't answer that!)

    Thanks! :)

    Now, to find how big I'll need to make my boxes...

  5. #5
    Wizrobe GuitarmanTim's Avatar
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    Originally posted by Raichu86
    You could try using layers to create windows for your text.

    Like this:



    I never let the text be anything less than very easy to read.
    do you do that by warping to an identical screen with a text string on it and a layer with the text box on it? (in other words: 2 screen per text screen, the normal one and the one with the text) or is there an way I can make the textbox and the string apear on 1 (overworld) screen?

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    Wizrobe K-Teclis's Avatar
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    I think Rai made it like you explained...
    I'd do it like that, if you'd ak me!
    Nice to see you again

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    Wizrobe Raichu86's Avatar
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    Originally posted by GuitarmanTim

    do you do that by warping to an identical screen with a text string on it and a layer with the text box on it? (in other words: 2 screen per text screen, the normal one and the one with the text) or is there an way I can make the textbox and the string apear on 1 (overworld) screen?


    You duplicate the screen, and warp to it on a dmap with a level #, a guy speaking, and a few other things like Link's position. That screen just happens to have a layer for the window on it. It also has layered tiles to cover up the builtin fire and centered guy.


    Nick: Go read the AZC beta report topic. DN is gonna build windows into the game, so when the guy goes away, the window does!

  8. #8
    Wizrobe GuitarmanTim's Avatar
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    yeah that's what I mean, duplicating a screen with a layer on it. That sux cuz I really don't feel like doing that for every text screen I have in my quest. I'll find some other way though.

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