Lots 'o text possible?
Hotwire
Member Posts: 24
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
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
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