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FPSC Classic Scripts / Fontsystem

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mnemonic
17
Years of Service
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Joined: 14th Jan 2007
Location: Sweden
Posted: 24th Aug 2012 23:43
Hi!

Instead of using fpgcrawtext to display messages on the screen like I've done in my game Alienmist, I thought that I could create a font system, a spritesheet image containing all the letters and numbers I need.

I have a basic idea on how to achive this in DBpro,,, but since this is FPSC I ask - Does it offer such a feature, or anything similar?

Best!

www.memblockgames.com
Teabone
Valued Member
18
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Joined: 8th Jun 2006
Location: Canada
Posted: 25th Aug 2012 09:35 Edited at: 27th Aug 2012 02:10
It does for sure work with numbers but for letters im unsure.

Scurvy Lobster
18
Years of Service
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Joined: 3rd Mar 2006
Location: Denmark
Posted: 25th Aug 2012 17:37
I was thinking about an alternative to this:

What if you could define the text string in the FPSC editor that would be used by the fpgcrawtext. Possible?

Example: edit a character in FPSC and set the text string to "Move it". This would then be displayed in game and save the time of having a lot of individual scripts.

mnemonic
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden
Posted: 26th Aug 2012 12:39
Quote: "It does for sure with numbers but for letters im unsure."




The above code is a part ot the setuplevel.fpi. As you can see it loads numeric1.tga. The hudmake command equals numeric so I guess that tells the hud that it should only display parts of the hud according to the internal variables that store health and life values, so I guess the routine for doing this is hardcoded rather than controled by script. Ummm,,,, maybe I should use fpgcrawtext instead

www.memblockgames.com

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