Hey, how would one go about making messages that come up on an area of the HUD from letters in an icon file that say a certain message and have a limit of say...... 5 lines of messages before the topmost line gets deleted?
I was thinking about making a proc that puts a message together from a text string fed into it.
ex: if the proc was HUDalert
HUDalert("roflolersk8s in mah pantz")
The problem with that is getting it to break that up todisplay it, determining where to display it based off of the line, determining if there are already five lines, and finally if needed deleting the uppermost message and shifting the rest up.
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ID:158788
Jun 30 2009, 9:14 am (Edited on Jun 30 2009, 9:23 am)
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Jun 30 2009, 1:22 pm
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Any help? I've looked around for some demos/possibly libraries, but I can't find any of those. =/
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In response to Ninjafro
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Why does it seem like everybody ignores my questions on here? :(. rofl.
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In response to Ninjafro
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I just stumbled on a game with a feature similar to what I'm talking about. It seems that Resident Evil by Ruben7 has this feature, so at least I know it's possible. XD
Now what I must worry about is HOW to make it work, hence, why I am posting here, I guess. o.o |
In response to Ninjafro
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Ok, to do this, you simply, have to do icons and then program each icon to a letter in the msg. There are tutorials and library of how they do it for damage you could look at these.
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In response to Gamemakingdude
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Well, I know how to do that in context of things that everybody will see, but, my problem lies is not being able to achieve the same thing via HUD so that only one person sees it.
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In response to Ninjafro
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You need to make it a world icon or something, i believe.
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In response to Ninjafro
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In response to Demon_F0rce
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SD_text doesn't deal with HUD display of text, does it?
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In response to Ninjafro
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Yes. And if you bothered to have a proper look, you'd know this.
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In response to Demon_F0rce
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Which feature is this? I just took a fairly detailed look and found nothing like what I speak of.
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In response to Ninjafro
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Run it, and use fixed().
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In response to Demon_F0rce
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This basically models a HUD chat system using a font in icon format. I am looking for a simple method of displaying simple pre-set messages on the side of the screen. Try Resident Evil by Ruben 7. The messages that come up on the left of the screen are what I am referring to.
If this feature is in sd_text, would you mind clarifying for me? I have a large headache from searching all day for something to help and I wouldn't doubt the chance that I overlooked it due to fatigue. |
In response to Demon_F0rce
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That isn't quite what I am talking about.
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In response to Ninjafro
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It does exactly what you just said. So, with a little bit of modification, you can make it bring up preset messages.
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In response to Ninjafro
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Ninjafro wrote:
Hey, how would one go about making messages that come up on an area of the HUD from letters in an icon file that say a certain message and have a limit of say...... 5 lines of messages before the topmost line gets deleted? fixed() from the test file does exactly what you asked for. If you want a preset message, just change T to your preset message. |
In response to Demon_F0rce
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The problem is that fixed creates a chat bubble. I just want a message that stays in the same position on only a single person's screen, not on everybody's.
Did you try the game that I said has this feature? Resident Evil by Ruben7. |
In response to Ninjafro
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Fixed() also doesn't allow me to have the message appear anywhere on screen. From the way it's written, it needs a mob to appear over.
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In response to Gamemakingdude
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I might be able to do it with images, but I am not exactly pro at using them. XD
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In response to Ninjafro
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You wrote:
I just want a message that stays in the same position on only a single person's screen, not on everybody's. From that, it looks like you want to use screen objects (read on them and the screen, screen_loc vars for more info) or maybe an interface control, rather than images (they don't exactly necessarily stay at a fixed position). |
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