Basically, you have two dynamic methods:
1. Use PASTE IMAGE to display a custom box and write words (using TEXT) on top of it. Pros, easy to do. Cons, you have to re-paste and re-write the message each sync/game loop.
2. Use alternate screen to paste an image, write your text, get the image, switch back screens and create a sprite. Pros, sprites always sit on top of other images, you do not have update them every sync, you can move and rotate them easily, and by using multiple sprites achieve translucency effects. Cons, building dynamic sprite images takes more time and is more complex to set up.
My VirMin graphical interface is a combination of both methods. The opaque frames are pasted images. The status bar function writes the status message every loop. The red menu areas are pairs of sprites. One is translucent and the other has text and borders which are opaque with 100% transparent backgrounds. As an example, check out some of the images on my work in progress page.
http://www.geocities.com/tzircher/tcom_gallery.htm
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TAZ
[edit for typos and clarity]
Which method should you use? Well, it depends on the special effects you want to achieve and the other things that your program does with models, pasted images, and sprites.
History did not begin with PONG. -- Greg Costikyan
Game Beavers