in the old days there was often horizontally text scrolling in the games.
Hostages:
AMIGA - http://www.youtube.com/watch?v=T3ja89l95Ts&feature=player_embedded#at=81
C64 - http://www.youtube.com/watch?v=i0o0aCnaKHM&feature=player_embedded#at=162
What is a good way to achieve this with AGS?
two ways:
either raw draw the string onto a graphic. This will allow you to have very smooth scrolling text.
or use a label and just remove the letter from the start and add it to the end every loop
that would be simpler but quite jerky since it will be done a letter at a time.
Just use a text overlay and modify its .X property continuously to have it move across the screen. This is what I did in my (yet to release) game (http://www.youtube.com/watch?v=xlCa0Uh4uV0).
thx, i'll try the raw draw grapic approach and the overlay thing, and see what exactly fit my needs. :)
I would also try the overlay approach: Have the text multiple times in the overlay so it can run one entire length without ending in the visible area, and periodically reset the x-value so it seems to never end.
This should be ultra useful.
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32208.0
I get troubles with the z-order, when i try to make the textoutput via RawDraw or Overlay. :-\
The Problem is, that most of the Time the Flashlightplugin is on, and both Methods draw the Textstrings behind the Flashlightmask.
hmmm, so the only way to avoid this, is to use an GUI-Label for the Textoutput, or are there other possibilitys?
I've never used the flashlight plugin; if it obscures everything but GUIs then yes, use either a GUILabel or a Button with a DynamicSprite as NormalImage you RawDraw to.