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Dialogue has a lot of steps to it, but here's the first! Just getting text boxes to appear and draw text the way we want them to.

All the assorted links from the video:

Files

GameMaker Studio 2: Action RPG Tutorial (Part 7: Text boxes)

★ Daniel Linssen's Font ▶ https://managore.itch.io/m5x7 ★ Source Code ▶ https://shaunjs.itch.io/shauns-action-rpg-tutorial ★ Support my work ▶ https://www.patreon.com/shaunjs ★ Assets & Sprites ▶ http://shaunspalding.co.uk/ARPG_Assets.zip Learn to build a zelda like action RPG in GameMaker Studio 2, starting from nothing at all. This episode sets up the "oText" object used for drawing various text boxes from signposts to NPC dialogue. These tutorials are supported almost wholly by wonderful people via Patreon, click the link above to get join them an access these episodes early, get instant access to source code for all videos and more.

Comments

Anonymous

Nice and clean series! Totally loving this, when will the next video come through?

Anonymous

Just catching up on this series, at this video. Watched it twice, everything is working nice as per video (I also followed ninebox video too, very nice). I'm still little confused how this is working, any chance of a explantion in english? For example how is the box drawing from center to left and right (expanding), when X1Target starts at 0 and x2Target starts at 320 ? I'm reading it in step event that lerpProgress += (1 - 0 ) /50 is 0.5 (50%) so for x1 = lerp (160, 0, 0.5) ? then next step it would be lerpProgress += (1-0.5)/50 is 0.25 (25%?) so x1 = lerp(160, 0, 0.25) Just little lost how it's actually resulting in text box move as it does from center to left and right outter edges. Any assistance will be of most help!