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Text in bubble or box

  • #10, by afrlme 10 years ago Zitieren
    I guess the best way to prevent this in the first place would be to be careful where you trigger dialogs in general. Don't allow instant examine observation texts from wherever the character is currently standing - set a specific interaction position for each scene object or a general point at least for multiple scene objects.

    But, aye, you could simply check if character is x pixels away from the left or right of the screen edge to determine if text has probably been pushed to scene edge.

    Personally I think the best approach for texts is to force them into a bounding box at the bottom or top of the screen. At least that way, you know they are always going to be in the same position & displayed correctly.
  • #11, by Simon_ASA 10 years ago Zitieren
    Personally I think the best approach for texts is to force them into a bounding box at the bottom or top of the screen. At least that way, you know they are always going to be in the same position & displayed correctly.


    Ahah yes, that's the easy way smile
    Probably what I'll end up to do if I don't succeed to create bubbles.

    That would be an excellent idea to add a box/bubble option to all text action parts in future versions of VS (I mean... someday). Even a very simple box with no shade, no texture would be nice, if we can change the color and transparency. As long as the box is always placed behind the text, and resizes depending on the quantity of text inside, it's good.
  • #12, by afrlme 10 years ago Zitieren
    I'm sure Simon could probably code that into the engine fairly easily, but whether he'd be willing to or not, is another matter entirely.
  • #13, by SimonS 10 years ago Zitieren
    I'm already working on that, it will be part of the TextFX script.
  • #14, by afrlme 10 years ago Zitieren
    Ah, nice one Simon mate. wink

    P.S: what other text effect / features will there be?
  • #15, by SimonS 10 years ago Zitieren
    Basicly some transitions, changing the color, making the text wiggle and such. Will collect more over time. Had also some features prepared for textured distance fonts.
  • #16, by sebastian 10 years ago Zitieren
    great information grin
  • #17, by afrlme 10 years ago Zitieren
    I'm sure those will all be much appreciated by a lot of people, myself included no doubt! wink
  • #18, by Simon_ASA 10 years ago Zitieren
    Yes, that will be a great improvement, and a lot of VS users will be excited to discover it!
  • #19, by Simon_ASA 10 years ago Zitieren
    I'm sorry to bother you again Lee wink but could you help me with the syntax here?

    Yes it should be possible to count the length of a text via the string.len() Lua function.


    I have tried
    local TextCount = string.len(text)

    .... roll
  • #20, by sebastian 10 years ago Zitieren
    should be right.
    if text = "teststring" then TextCount should be 10