Anyone know of a pretty good and easy to use text on screen demo? I'm trying to make the player's health on their screen. I thought Raekwon had one, I'm looking for it now. Thanks!
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I found Raekwons demo, but it seems a bit hard to use. How could I get rid of the background stuff, and make the text constantly be there?
ID:174026
![]() Oct 11 2003, 5:51 am (Edited on Oct 11 2003, 5:57 am)
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It's not technically Raekwon's. That demo of "his" uses my old map-text code. I made the mistake of letting him see it once when I was trying to teach him how to make a menu for his Dragon Warrior game, and he made the demo out of my code without giving me credit. (At least I didn't notice any credit last time I saw "his" demo.)
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Loduwijk wrote:
It's not technically Raekwon's. That demo of "his" uses my old map-text code. I made the mistake of letting him see it once when I was trying to teach him how to make a menu for his Dragon Warrior game, and he made the demo out of my code without giving me credit. (At least I didn't notice any credit last time I saw "his" demo.) Oh yeah, that's right. Suuree. >_< RaeKwon |
Try this http://developer.byond.com/hub/DarkEmrald/texting if you cant figure out how to use varibales such as health to display on screen. Juss say and ill edit the demo a little more to show how its done.
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I had a question about the following function.
//proc/DrawText(text, x, y, width=-1, flags=0, firstline=0, maxlines=-1, icons_x=0, icons_y=0, iconset/drawover, list/leftover)
When I change the input for 'x', I get a lot of different results. Can someone help me understand what x does? Changing from 6 to 7 makes the text change drastically but I can't figure out why. |
Tsfreaks wrote:
I had a question about the following function. > //proc/DrawText(text, x, y, width=-1, flags=0, firstline=0, maxlines=-1, icons_x=0, icons_y=0, iconset/drawover, list/leftover) When I change the input for 'x', I get a lot of different results. Can someone help me understand what x does? Changing from 6 to 7 makes the text change drastically but I can't figure out why. Well, my guess would be that x and y are screen_loc coordinates. |
It would seem that simple but it doesn't work out so that way.
I beleive this particular x and y are the pixel offsets. Some of the problems I'm having are as follows. The text dissapears entirely when I go from x=24 to x=25 which I don't understand. Where does it go? I got the QuickText to work great but that didn't meet my needs because I need this for my hud. I know this is a little vague but someone who is familiar with the library should be able to help if they have any experience with it. I hope so that is. |
Try this http://developer.byond.com/hub/DarkEmrald/texting I added a hud demonstration.
- Dark Emrald |
Dark Emrald wrote:
Try this http://developer.byond.com/hub/DarkEmrald/texting I added a hud demonstration. That's a pretty cool demo. Very nice. I'll take a closer look at your meter implementation to see if something similiar would work for what I'm trying to do. I have several issues which are making this a challenge for me. Scores or numbers which go into the billions. The need for enter aligned text. I also have a middle layer of hud transparency which has reaked havoc on the text (color) I'm trying to put above it. It's been a long week with minimal progress so this is good for spirits. :) Thanks, tsfreaks |
Since we are on the subject of adding text into a game and using your demo, can I get the letters to be spaced less apart than just 32 pixels? I got it to go to 16 pixels between each letter, but I would like it to go from about 8 to 12 pixels but I don't know how. Any thoughts Dark Emrald or anyone else?
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This is probably the easist text to hud implementation I've used. It almost meets my needs as-is but the font size is static so it doesn't fit well with my current UI. :(
This is just one of those things that you would think is easy but it's far from. "Hello World!" The demo is great and I'm sure many other people will find it extremly convienient and useful. Thanks, tsfreaks |
Actually, I may try to get this to work afterall. It's just to easy to pass up. A little UI rework and I can make things fit up to the millions and maybe 10's of millions. I won't be able to get into the billions but I should be able to figure something out.
When I repost a classified ad for help on this project, I intend to show a screenshot of the entire HUD UI in its mostly finished state. If all goes well, you will see your handy work at that time. Thanks. |
Np man, I will also make an text Adjuster for it as well in case people want to make their own icon text and dont know how to mod the source so they could be spaced properly.
- Dark Emrald |
You can use DmiFonts for that. This will work best with a non-antialiased font.
The following example creates a meter of an arbitrary color, aligned to the right and bottom.
Lummox JR