Yeah, the code I made was a bit messy because I planned to use a different method, but glad I could help
update:
The previous iteration wasnât working correctly later on. So, I reworked it since we now have the âsend to spawnedâ message option . Itâs working much better now!
Text spawn speed can now be adjusted from instant (showing all the text in one frame) to a slower pace to animate the text (like in the .gif above).
Frame-rate is kept at 60 frames even with multiple (& animated) Label bundles.
Current List of planned features for release:
- Text
- Toggle On/Off
- Text Speed
- Animations/ Text Effects/ Bubble Speech BG/ etc.
- Size
- X
- Y
- Align Center
- ââ Left
- ââ Right
Features that I can add later on, so I can release this asap:
- Max Characters per Line
- Push text Up on new line
- Push text down on new line
- Kerning
- Multiple Fonts
Any features that would be useful and Iâm forgetting? Let me know
I can also cut down the list to release the barebones bundle and update it over time.
I think the barebones version is fantastic as a initial release with the updates in the future. I really like how this looks so far, so I might be just a bit anxious to get my hands on this - looks fantastic!
Update on how Dialogue can be done:
Previous dialogue logic:
It was a lot harder to edit the actual Dialogue as you had to keep opening and closing bundles.
Current List of planned features for release:
âą Text (input)
âą Toggle On/Off (input)
âą X; +x (input)
âą Y; +y (input)
âą Alpha (input)
âą Text Speed (option inside bundle)
âą Animations/ Text Effects/ Bubble Speech BG/ etc. (option inside bundle)
âą Align Center (option inside bundle)
âą ââ Left (option inside bundle)
âą Text Color (option inside bundle)
Iâm not sure if I like the bundleâs number of inputs, but the XY and +x+y inputs can be pretty helpful sometimes - e.g., SHAKING THE TEXT or animations.
What do you think?
Also, let me know what you guys, gals, and non-binary friends think about this Logic bit for the Dialogue (it could also be neatly organized inside another bundle made specifically for Dialogue lists tho)
ooo aaaa eeeee complicated
THE UPDATE YOU WERE WAITING FOR
The Label Bundle is finished! Version 1.0 is out.
LINK: Flowlab Game Creator - Label Bundle - Easy Dialogue
You can use this to display different texts on objects of the same typeâŠ
Or use it to easily create animated and dynamic dialogueâŠ
Or simply go crazy with the effects and options available
Let me know if you use it and share a screenshot!
To use the Label Bundle, copy & paste this bundle into your game.
Open to edit Label settings, such as effects & bg.
Documentation:
text - input text to display
toggle - toggles on/off the Label
x - set the label x position
y - set the label y position
alpha - sets the label alpha
color - changes the label color (using hex code)
layer - sets the label display order
Woohoo!
Ah I forgot to make the .GIF so yall can import the font as an animation. Im on my way to the beach now, so that will have to wait but it shouldnt take long
Have a good day
Well done! Iâve been looking forward to this bundle, and itâs great to finally see it in action! I canât wait for people to start picking up the new custom labels
Alright, updated! Gif image is now ready to download
You can download the .gif image to upload as animation on the Label Object here:
(https://drive.google.com/file/d/1tkYtpB7xvfCSEVhlJnDl14DOo97GXoGP/view)
The Link is also available in the Bundle on the Label object itself. Donât worry
Logic Screenshots:
Logic inside Label object:
The Label Bundle with example dialogue logic:
Changing extra Label Settings inside the Bundle:
You just need to change the numbers to have effects like Rainbow, Shake, Background or no background, Color, etc.
Simple use of Label Bundle:
Yes, you can now display multiple & different labels even if you have multiple copies of the same object.
(Currently not possible with the engine Label behavior)
Have fun!
Thanks, Iâm glad you are excited as I am - @Recryptech and @00T_Free
This is awesome, is the dialogue bubble also an animation? How do you get it to move along with the text?
I tried various ways to make the bg follow the characters; I ended up going for attachments as it was easier to ensure they all stood in place and didnât have a âdelayed followâ.
And yup, the backgrounds are frames on the animation.
When I click âSpaceâ it drops to 4 frames for me, idk why it is doing this, it says that the expressions are only at 4 ms, and I have handled 25 ms time for behaviors with 20-25 fps. My computer is an old chrome, but Iâm not sure why it tanks the fps when I have handled much larger things in Flowlab.
Hey, sorry for the late reply. Super busy lately.
Did you make sure the Label object isnât solid? If it is solid, it will for sure overload the CPU.
The label bundle worked pretty well performance-wise on the Operation Delete game.
If you want/have a link, I could take a look to see whatâs wrong - if that wasnât it.
Also, there are missing wires and Spawns that lose the Target set when you paste the bundle (due to a flowlab bug).
I need to update this thread with instructions
I was doing it on the example game you posted, it wasnât my own game.
It might just be my computer then. Idk why it drops so much though because the Performance Metrics show it doesnât do much
I love this so much this will make games so much more lively
You have to revise the gif, i canât export it, it always gets cut into one corner no matter how big i make the sprite size since gif exporting is so broken
Is there any easy way to size everything down and bring it down a few pixels? As well as centering and maybe multiple layers of text.
Nope, I had to do a ton of this to make it work right in idle balls. Just figure out what does what and test. Test a lot.
The Bundle has a size input so you can Change the text size.
But you will also have to Change the kerning (space) between characters