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Working with GS (Mac)
Display Text More Robust
daniel.robert.campbell
Member
Posts:
251
October 2010
edited November -1
in
Working with GS (Mac)
It would be very helpful if the "display text" behavior was a little more powerful. Allowing for more space, word wrap, underline, bold, custom fonts, etc.
Comments
ktfright
Member
Posts:
964
October 2010
Yeah, firemaple has a good one? But i would like to see a couple more fonts built in if it's possible.
firemaplegames
Member
Posts:
3,211
October 2010
synthesis has an example of more complicated Display Text using line breaks and such, do a search for it on the forums.
I have a demo for a custom score display, but that is just for numbers.
I agree that Display Text needs to be more robust!
Right now, for complete control, I recommend making all of your text in Photoshop or a similar program.
That way you can add bevels, highlights, drop shadows, etc.
The Display Text is fine for testing your game and for tracing out Attributes, but in my opinion, looks really unprofessional in a finished game.
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Comments
I have a demo for a custom score display, but that is just for numbers.
I agree that Display Text needs to be more robust!
Right now, for complete control, I recommend making all of your text in Photoshop or a similar program.
That way you can add bevels, highlights, drop shadows, etc.
The Display Text is fine for testing your game and for tracing out Attributes, but in my opinion, looks really unprofessional in a finished game.