You can do things like displaying attributes, or performing maths functions. If you open the expression editor and enter your text it becomes a little more confusing, but you get access to more functionality. ★ Section 3: Using The Expression Editor ★ Note that the colour assigned to the text in the display text will be assigned to the characters. To access the special characters, look in the Edit menu. You can input a large number of special characters into your text strings. In the image below, the top text has a space, the bottom text has a tab. It will look like you’ve just inputted a space, but when seen in-game, the gap will be a little bigger than a standard space. You’ll only be able to see one line of text at a time, but you can move the blinking text cursor up and down to see the extra lines. not opening the expression editor), you can add new lines by pressing ALT+RETURN. When typing directly into the text box (i.e. However, there are still a few things worth knowing! This is the fastest and easiest way of defining text to display. If you just want to display some text and don’t need it to ever change, you may want to type your text directly into the provided box. ★ Section 2: Typing Directly Into The Text Box ★ You can display text sized between 0 and 100. We’re hoping for fully custom fonts to be added in the not too distant future! These are the only fonts available to use – new ones cannot be added. They are demonstrated in the image below. GameSalad has a selection of fonts to choose from. When angled relative to the scene, the text will remain at the same static rotation even if the actor is rotating. When angled relative to the actor, if the actor rotates the text will rotate with it. Just like with the text position you can specify if you want the text to be angled relative to the actor or the scene. You can use the Direction to specify the rotation of the text, relative to the actor or scene. If you move the actor, the text will not move as it’s being displayed at fixed co-ordinates. Text displayed “Relative to: scene” will be displayed at the given co-ordinates relative to the scene as a whole. If you move the actor, the text will move with it. Text displayed “Relative to: actor” will be displayed as the given co-ordinates relative the actor. When displaying text, it can be displayed “Relative to: actor” or “Relative to: scene”. There’s a lot of things to consider here – more combinations than are reasonable to spell out in this tutorial – but have a play around with it and see! One thing to remember is that the alignment of the text does affect how it is displayed. I’m not going to go into this in any detail as this functionality is present in many places in GameSalad and hopefully you’ll be familiar with it. You can specify the position of the text using X and Y co-ordinates. The three options are left-aligned, centre-aligned and right-aligned. These will be familiar to anyone who has used any word processing software in the past. You can control the horizontal alignment of the text by using the three alignment options. It will also default to starting at the top of the actor. The text will be displayed within the boundaries of the actor. When the “Wrap Inside Actor” checkbox is ticked, the actor’s dimensions define the placement of the text. The potential drawback of using this method is that if the text displays larger than the actor, it will overrun the edges of the actor. The default behaviour is to display the text centred, both vertically and horizontally. You have two options for how the text you display is formatted. You cannot change the text colour at run-time, so the text will only ever display in the colour you define in the Display Text behaviour. It probably is, the text is just the same colour as the actor! Hopefully we’ll get a default text colour of black soon to avoid this problem. This can cause some confusion – new users will sometimes add a display text and wonder why it’s not showing up. The default colour for a new actor is white. The default text colour for the Display Text behaviour is white. This section will deal with the Display Text Behaviour, and the options you’ll see on it. Some of the advice in this guide will only apply to Mac OS X, but most should be helpful to all GameSalad users! ★ Section 1: Using GameSalad’s Display Text Behaviour ★ Some of these tips are pretty obscure, but you never know who they might help! I thought I’d take a few minutes to write up a brief guide to some little tips and tricks that might help you use it. Every so often questions pop up regarding the Display Text behaviour and the expression editor.
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