Implementing game logic as text
by Laralyn McWilliams · in Torque Game Builder · 03/14/2006 (8:01 pm) · 1 replies
I'd like to prototype some of the behaviors for the game I'm making to nail down the theories before I start trying to make graphics. I can use dots for characters, but how do I display "live" text on the screen?
Here's an example. Imagine you were trying to make an RPG, where you go up to a shopkeep, and click on him to interact with him. When you click on him, a speech bubble appears over his head with his greeting.
Is there a way in T2D to display/change the text in that speech bubble?
Is there a way to have multiple lines of "live" text, and to change the text on the fly?
Thanks for any pointers toward places to look for this info. :-)
Here's an example. Imagine you were trying to make an RPG, where you go up to a shopkeep, and click on him to interact with him. When you click on him, a speech bubble appears over his head with his greeting.
Is there a way in T2D to display/change the text in that speech bubble?
Is there a way to have multiple lines of "live" text, and to change the text on the fly?
Thanks for any pointers toward places to look for this info. :-)
Torque 3D Owner Luke D
Default Studio Name
Another option is to actually use sprites for the individual characters. This doesn't work as well with lots and lots of text, especiall multi-line, without a good amount of work. There are a few resources published on how to do this. Basically you use one PNG file that contains all your letters/numbers/symbols and map them out and use a few functions to convert strings into collections of sprite objects. The advantage here is you can do all the T2D-like things to the text and they integrate smoothly into the rest of your sprite stuff.