I am using a very simple event to make dialogue text appear in my game as if it's typed. I just tell the Text Blitter what part of an array he has to show and then I basically do this:
*Dialogue Event Starts
Left$(string$( "MyTextStorage" ), Len(Text$( "Main Text" ))+1)
But this causes a little problem. When a word is too long for a line, it starts getting "typed" at the upper line and as soon as it goes over the border, it jumps down to the next line and continues typing. That looks kinda clumsy and jerky and players already complained about this.
But how can I prevent this?