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I actually did create a font, but the text still wouldn't show up.
And yes, like yourself, I've been scouring the internet for a straightforward method of turning graphics interactive. (I never find coding to be especially easy because of how easy it is to screw it up and not realize it, but in general, I see what you mean.)
However, in my experience, the Trigger Editor of Warcraft III should have been an inspiration for game-makers everywhere. Everything is menu-based and arranged just so, and you can make all the variables and if/then/else statements you want. If the graphics of that engine were as easy to change as the triggers, I never would have gone looking elsewhere.
While the IDE may not explicitly describe how to utilize each function, it does generally give a "cheat sheet" at the bottom for what it is looking for. For instance, if you do something like draw_text(), at the bottom of the screen it wil show that draw text is looking for:
Which, at a glace, should be somewhat obvious, its looking for an x value and y value for where to place the text, and the string that you want the text to be.
You can utilize the help function to bring up the documentation for a better explanantion of each function, in addition to examples of how to use each function. In GMS 2, you can middle click on a function and it will open up the documentation for that function in the interface, which is a quick and easy way to get explanations.
Now, this is using GML, I don't use drag and drop, so I'm not sure if that translates well.
Otherwise, there are many tutorials that will give walkthrough on how to use draw_text() and its sibling functions, and common problems with text not showing, such as using draw_self() in the Draw event, making sure that depth of an object is set to be visible, the difference beween x and y coords when using a Draw GUI Event and a Draw Event , and similar.
*I* know what X and Y values are, but what's not obvious is how to find them. You can find them if you know where to look, but it's not exactly intuitive.
Now, *that* I didn't realize. I may need to have another look at some of what I wrote and see if it provides a better solution.
See, in a way, you're just enunciating my point. Why do I need to fiddle with all these extra factors for something as simple as a text display? If text depth is important, why not include a "text depth" drop-down in the D&D for text? Why not do depth the way photoshop does it, with layers in order of depth? Why not have text visibility be a checkbox in the text section itself? It seems to me that in most situations, you'd want the text to be visible and above everything else, so why not set those as the default values, and give you the chance to edit them later if you wanted to be really artsy? It just doesn't feel like it was designed for its intended purpose.
Ultimately, text is drawn on the same layer and at the same depth relative to the object calling the draw function, which is useful for thing like drawing damage over the head of an enemy without it going over something that should be in the foreground, like the GUI
in your enternet explorer (e)
in search type game maker 2 my first game part 1 moving around youtube.
by sawn spawding
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Do as he does first
thanks to him with step by step
I'm a bigginer too.
my first game is jc version star trek the next generation.
only 2 more things I have to do and game done.
took 5 months
See https://www.youtube.com/user/999Greyfox/playlists
Yeah, there's a ton of Youtube tutorials for this, because there needs to be. My point is just how needlessly-complicated it all is.
Actually, in my experience, even if numbers show up over the head of a character, like in Final Fantasy, you'd still want to be able to see them if you moved behind a text box. Maybe not if you paused the game, but you can just have a separate layer for the game pause screen, and various inventory and options screens could circulate through that layer, like in Secret of Mana.
Well, sure. It depends on the particulars of the game you are designing. For instance, if you are working on a hack-n-slasher, having your player health display in the gui covered by damage spam is going to be counter productive. Which is more important, how close the player is to dying or the unreadable stack of massive damage numbers being flashed as she comboes a clump of 5-10 enemies?
It all depends.
Really though, the conversation boild down to, "is it over complicated" or too complex as your thread title.
I personally find that keeping in mind, "the layer and depth of draw_text() is that of the object calling the draw_text() function" to be simpler without having to deal with a default "text layer" and then having to manually go and change the depth of the text being drawn to that is where I really wanted it to be. You disagree. That's cool.
It's all just left-handed scissors vs right-handed scissors. Someone isn't going to like what gets implemented.
It sounds like what you're suggesting is that I deliberately create an object on a higher layer than all the other objects, off the boundaries of the screen, so that it can "anchor" my text and make it actually show up when I tell it to, rather than hiding behind a bush, and you know what? It shouldn't need to be that hard.
That is a good idea, though.