Quote: "If it's for title screens and stuff, I'm working on a font effects library which should be ready sometime next week in Beta 1 which is like CreateText on acid (Will be a freebie) "
Thanks in advance.
Quote: "Yes - games that use print look really amateurish. Using a proper font gives you a bit of added pazazz with very little effort, and allow you enormous control over where everything goes."
If I can ever wrap my head around the sprite sheet and get any custom fonts made, I will be happy to share as well.
I was going to change the default font but got confused when I saw that the sprite sheet had different sizes for each character, and I couldn't find the txt key file to cypher the cut points properly.
I was hoping for a base image that allowed for easy swap of characters.
So, instead of laying out a grid for the characters as to replace that default image, I skipped that for now and went back to coding.
Quote: "The 'print' command is pretty much for debugging. There is little control over where it shows up. And the text will not persist from frame to frame unless you print it each frame (unlike text objects)."
Yeah, that is the only time I use print.
Printing all of my variables in a list in the upper corner is very handy.
As already mentioned, the text object is the only way to position for text for display.
Don't forget the ...
SetTextString(id, string$)
... for changing the text that a particular object displays.
That way, you don't have to have separate text objects for everything you will be displaying in that location.
Set the position, then just change that string when you need to display another message.
SetTextString(id, string$) // string$ is a string variable
SetTextString(id, "string") // quotes for text not a variable
SetTextString(id, str(number)) // for converting numeric variables or values to strings for display.
The ID seen above represents the text objects id number.
The example below is setting the id as a number...
CreateText(1, "Hello")
Then I could change that to display the word World with a ...
SetTextString(1, "World")
You can add strings in that call too as in...
SetTextString(1, "Score = " + str(users_score))
Where users_score was the integer variable holding the number representing the score.
Hope that helps.
Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1