Text in bubble or box

  • #10, z afrlmeMonday, 25. July 2016, 16:48 hodinky 8 years ago
    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.

    Imperátor

    7285 Posts


  • #11, z Simon_ASATuesday, 26. July 2016, 12:45 hodinky 8 years ago
    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.

    Čestný člen

    321 Posts

  • #12, z afrlmeTuesday, 26. July 2016, 12:51 hodinky 8 years ago
    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.

    Imperátor

    7285 Posts

  • #13, z SimonSTuesday, 26. July 2016, 12:57 hodinky 8 years ago
    I'm already working on that, it will be part of the TextFX script.

    Kapitán

    1582 Posts

  • #14, z afrlmeTuesday, 26. July 2016, 13:20 hodinky 8 years ago
    Ah, nice one Simon mate. wink

    P.S: what other text effect / features will there be?

    Imperátor

    7285 Posts

  • #15, z SimonSTuesday, 26. July 2016, 15:13 hodinky 8 years ago
    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.

    Kapitán

    1582 Posts

  • #16, z sebastianTuesday, 26. July 2016, 15:18 hodinky 8 years ago
    great information grin

    Kapitán

    2346 Posts

  • #17, z afrlmeTuesday, 26. July 2016, 16:07 hodinky 8 years ago
    I'm sure those will all be much appreciated by a lot of people, myself included no doubt! wink

    Imperátor

    7285 Posts

  • #18, z Simon_ASATuesday, 02. August 2016, 12:43 hodinky 8 years ago
    Yes, that will be a great improvement, and a lot of VS users will be excited to discover it!

    Čestný člen

    321 Posts

  • #19, z Simon_ASATuesday, 27. September 2016, 17:49 hodinky 8 years ago
    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

    Čestný člen

    321 Posts

  • #20, z sebastianTuesday, 27. September 2016, 17:55 hodinky 8 years ago
    should be right.
    if text = "teststring" then TextCount should be 10

    Kapitán

    2346 Posts