Interpolate Text

daniel.robert.campbelldaniel.robert.campbell Member Posts: 251
edited November -1 in Working with GS (Mac)
So I have an actor, a button to be more precise, that I want to fade in. I want this actor to display text. Well, I'm using Interpolate to fade the actor in and that seems to be working just fine. The only problem is that the fade in is not working on the "display text". The artwork for the button fades in as designed but the text it displays is fully visible right away. Any hints?

Comments

  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    Put the text as an image then fade that out. Not really a solution to your problem, but itll do what you want.
  • Yeah, everyone always tells me to just make my text images. And I know that looks a lot better but it seems like there are a lot of problems surrounding the "display text" behavior. So many in fact that it might as well not even be there.
  • PhoticsPhotics Member Posts: 4,172
    I don't know, I like the display text behavior. Sure, it could be improved, but using images for text can reduce game performance. If I want to fade, I don't fade the actors. Rather, I create a fade actor that I put on top of the scene. Then, I can fade from Alpha-Zero to black for fade out... or reverse to fade in.
  • Well, I want other things in the scene to be visible while the fading actor fades in.
  • PhoticsPhotics Member Posts: 4,172
    If the other items in the screen are not moving, at least not in the area of the displayed text, you could use a cut-out image of the background and then put that in an actor over the displayed text. It's not optimized, but it could be a crude way to accomplish the task.

    With Commove, to show combo bonuses, I used images for text. It was easier, but not as optimized. Display Text can be a somewhat limited behavior, but it's more efficient when it works.

    A dynamic value for Display Text color seems to be the missing feature in this scenario.
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