I hate to do text in games. Is there any good widgets etc?

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  • I really love to make games, but one thing I really dislike to do is the UI, and even more I despise to do the actual text on it, for example the text for information boxes etc. I have looked at some examples etc in the past and I have got some that works quite well, but it is still a drag to work with I have found. Especially when you have different needs, for example you might need one text blitter to be centered over an object with as much space both to the right and the left. Or you might need your text to auto adjust within a given space, like in a speak bubble.

    What widgets and examples do you guys use? Is there some really good ones out there that I might have missed that makes this a lot easier and straightforward? I work cross platform so I only use extensions that are supported on all platforms (mobile,flash,html5 etc)

    Steam games: Please login to see this link.

  • I always use Strings for text. It's easy to create and manipulate text with it.

    I used Formatted Text when I was starting out, but that was a pain to use because Auto Vertical Scrollbar is enabled by default and it needed a background color that matched whatever was behind it. The latter makes it look bad over anything that isn't a solid color. The guide specifically says the String object's "purpose is not to display complex strings or text: use the Formatted Text or the Rich Edit text objects instead.", which is why I used Formatted Text at first. I don't really see why, though.

    By the way, if you're going to have a bunch of separate Strings in one frame that all have the same font/size/color, it's easier to clone the objects instead of setting up the formatting all over again.

  • I recall having some problems with font embed extension.
    Worked on some machines but not on others...

    Having something solid for font embedding would be really, really useful.

    a selection of my Fusion examples can be found Please login to see this link.

  • So I was messing about with this for quite a long time and reached this state:
    Please login to see this attachment.
    You can have your own fonts, pretty easy to use, has line breaks and you can angle and scale your text.

    The only thing that this is missing is text alignment and some other stuff
    To make the Character Sheet, simply place the Character Image Object, click generate from font and save all the frames inside it.
    Then load all the frames in a new animation inside the TypeFont Active.
    (Don't actually use it though, it corrupted my .mfa for some reason. So when you generate your font, remove the object)

    Don't have Character Image Object?
    Please login to see this attachment.

    - BartekB

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  • The two examples at the bottom of this link are super good... reason being because it works with only two events!! (I have no idea how since i'm new to fusion... lol... but both of these two examples are each just 2 events in length VS dozens of events I've seen in other examples... pretty gnarly...) Any seasoned pro clicker want to educate us on this and explain it further for us noobies?

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  • So I was messing about with this for quite a long time and reached this state:
    Please login to see this attachment.
    You can have your own fonts, pretty easy to use, has line breaks and you can angle and scale your text.

    This looks like a really good start! Still centering, or left to right and being able to fit text into different sized "bubbles" is really what I have trouble with!

    Steam games: Please login to see this link.

  • Okay so, I made an upgrade including Horizontal Text Alignment and "X Max" (When certain pixels have been reached, makes a new line)
    Vertical Text Alignment would also be a good thing to make in this

    Please login to see this attachment.
    Blitting text seems extremely fast and apps seem to get little to no slowdown (And that's 22 events as well)

    Hope this helps!

    - BartekB

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  • Very cool, BartekB!

    I will keep it at hand for future reference


    @ Robotica: those examples are indeed smart and cool, but they use the "string object" which is bounded to the system fonts,
    unfortunately this gives problems if the end-user doesn't have your font installed on his own machine.
    Latest example by BartekB is instead a real "text blitter" application, which "prints" fonts on the screen from starting images loaded in the application itself, thus giving no compatibility issues.

    a selection of my Fusion examples can be found Please login to see this link.

  • Okay so, I made an upgrade including Horizontal Text Alignment and "X Max" (When certain pixels have been reached, makes a new line)
    Vertical Text Alignment would also be a good thing to make in this

    Please login to see this attachment.
    Blitting text seems extremely fast and apps seem to get little to no slowdown (And that's 22 events as well)

    Hope this helps!

    Very nice! :) I noticed some strange things though, for example when I set the Xmax to 340 for example I get

    "Arr! It has set t
    he sails!"

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  • At the moment, this blitter doesn't really "care" for blitting words together, so someday I'll have to remake it so it only makes line breaks at spaces and such

    - BartekB

    Join the Click Converse Discord! - Please login to see this link.

  • A very nice example can be found here: Please login to see this link.

    But now I see Outcast already answered on this topic. But why not build on this?


    @ Robotica

    I don't wanted to be rude. It's just here a text blitter is asked for (without String object) and no typewriter.

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