Lots 'o text possible?

HotwireHotwire Member Posts: 24
edited November -1 in Working with GS (Mac)
Trying to prototype a (mostly) text based adventure game. So far it seems like adding a lot of text is a huge pain without wraparound or Returns. Currently I'm just adding a text actor for each line basically which isn't feasible long term. Am I missing anything or am I screwed for now?

Comments

  • firemaplegamesfiremaplegames Member Posts: 3,211
    My game has a bunch of popup text boxes. I made them all in Photoshop so I could control thelook and feel. Plus all the issues you mentioned.
  • HotwireHotwire Member Posts: 24
    Since I'll have a lot of text, I'm a bit worried about memory if it's all images. Plus editing it will be another step. Hopefully this is a feature that gets addressed in the next few months. :)
  • quantumsheepquantumsheep Member Posts: 8,188
    hotwire said:
    Since I'll have a lot of text, I'm a bit worried about memory if it's all images. Plus editing it will be another step. Hopefully this is a feature that gets addressed in the next few months. :)

    I have to agree.

    A custom font just looks more professional, especially when it comes to menus and score display.

    *Not* having a custom font, and having to create all the text in photoshop, or some other art package (art2text comes to mind) is time consuming.

    Additionally, it adds to the amount of graphics you need, AND it could slow down performance in games that display a score and a hi-score with individual graphics using constraints (see FMGs excellent demos).

    QS

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

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