Text Heavy Games Help !!!

So I have a text based games I am wanting to do... What would be the best avenue to go with this... And best way to code my behaviors to have the best user experience... Make all my text boxes with the text in photoshop and just change image for next text and completely ignore the Display text behavior... Or use the display behavior... Also... I've been messing around with text and player touching to go to next text and stuff and just trying to see... Is there already a template or tutorial for best user experience? Not holding down and skipping text or timer based text where you have to wait few seconds to touch again to go to next. Just trying to get some ideas in my head before I dive into this project!

Comments

  • JarrenHJarrenH Member Posts: 206
    For the first part of you question, there really isn't one way to do it, but there are pros and cons to each. For example, using display text limits your font choices, although they are easier to edit. Image files may look nicer, but they are harder to edit, and they take up more space.
    Little confused on the second question, are you asking if its better to let the text change by itself or wait for a tap?
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    Use DisplayText if you are using tables to store the text values or if you need to concatenate "live" values (e.g. "Score: "..game.score"). Otherwise, draw your own and use Change Image or Change Attribute self.Image.

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