Scrolling Combat Text/Text Particles <torquescript>
by Michael Gesner · in Torque Game Builder · 03/24/2009 (7:52 pm) · 4 replies
We are trying to implement "scrolling combat text" or dynamic text particles for our game. While I have seen a number of people suggest creating numeric bitmaps, this solution is not elegant or flexible.
Is there a way to create this sort of system in vanilla torquescript/tgb ?
Particular goals:
- Set text value dynamically
- Set font profile (size, color, font) dynamically
- Set position dynamically (particle start and apply velocity)
- Set opacity of the text dynamically (fade on a timer)
- Should support plain characters,symbols,and numbers
Is there a way to create this sort of system in vanilla torquescript/tgb ?
Particular goals:
- Set text value dynamically
- Set font profile (size, color, font) dynamically
- Set position dynamically (particle start and apply velocity)
- Set opacity of the text dynamically (fade on a timer)
- Should support plain characters,symbols,and numbers
#2
03/29/2009 (4:29 pm)
Are you suggesting using the ML text control as a model for creating a new gui object? I'm trying to avoid creating it in C++ (I can do it if I have to, but I'd rather avoid it).
#3
04/18/2009 (7:05 pm)
Anyone else have suggestions here?
#4
Excuse my english...
12/10/2009 (1:25 pm)
To set value dynamically i set variables in text object and put each symbol from varibale to text string in onUpdate cycle.Excuse my english...
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