Game Maker Text Box

Game Maker Text Box

  1. //argument0 = the text
  2. //argument1 = whether or not to draw the box at the end
  3. //argument3 = whether or not to draw the text box
  4. //` = white text
  5. //{ = blue text
  6. global.drawingtext = true //the game is drawing text
  7. if argument2 = true //if it is the first time through
  8. self.position = 1//set the position as 1
  9. }
  10. global.more = argument1
  11. global.font = spr_letters //set the font at the beggining of the script
  12. //sets the postion of the pointer, so it knows how much text should be drawn
  13. if keyboard_check(vk_enter) = true //if enter is pushed
  14. self.done = true //you are done
  15. self.position = string_length(global.text) //end the text
  16. self.curstring = global.text //set the string to the text
  17. keyboard_clear(vk_enter) //stop generating events
  18. if self.done = false //if the text line isn't done
  19. self.curstring = string_copy(global.text, 1, self.position) //the first line is a part of the actual first line
  20. if string_length(self.curstring) = string_length(global.text) //if the text is done
  21. self.done = true //this line is done
  22. }
  23. if self.done = false //if not all text is done
  24. self.position += 1 //add one to the position
  25. if argument3 = true //if you should draw the text box
  26. draw_sprite(spr_textbox, 0, view_xview[1] + 16, view_yview[1] + 160) //draw the text box
  27. self.pointx = 22 //a little to the right...
  28. for(i = 1; i < string_length(self.curstring) + 1; i += 1) //once for every character
  29. self.lettertemp = string_copy(self.curstring, i, 1) //get the letter
  30. {
  31. self.pointy += 16 //go down a line
  32. if self.lettertemp <> ' ' and self.lettertemp <> '~' //if it isn't a space or a tilde
  33. if self.lettertemp <> '`' and self.lettertemp <> '^' and self.lettertemp <> '{' and self.lettertemp <> '}' //if it's not changing the font
  34. self.todraw = scr_getletter(self.lettertemp) //get the imagesingle of the value
  35. draw_sprite(global.font, self.todraw, view_xview[1] + self.pointx, view_yview[1] + self.pointy)
  36. }
  37. {
  38. {
  39. }
  40. {
  41. }
  42. {
  43. }
  44. {
  45. }
  46. }
  47. {
  48. }
  49. {
  50. self.pointy += 16 //move down for the next letter
  51. self.pointx = 22 //reset to the start of the line
  52. }
  53. screen_refresh() //refreshes the screen so you can actually see it
  54. if self.done = true and global.more = true //if we need to draw an arrow
  55. draw_sprite(spr_textmore, 0, view_xview[1] + 155, view_yview[1] + 216) //draw the arrow
  56. {
  57. sleep(30)
  58. scr_dialogbox(argument0, argument1, false, argument3) //do it all again
  59. else //yer done!
  60. screen_refresh() //refresh the screen
  61. sleep(30)
  62. keyboard_clear(vk_shift)
  63. global.drawingtext = false //get on with your regular life
  64. ___________________________________________________________________________________________________________________
  65. letter = argument0
  66. if ord(letter) >= ord('A') and ord(letter) <= ord('Z') //if it is an uppercase letter
  67. return (32 + (ord(letter) - ord('A'))) //return a value for the letter
  68. if ord(letter) >= ord('a') and ord(letter) <= ord('z') //if it is a lowercase letter
  69. return (64 + (ord(letter) - ord('a'))) //return a value for the letter
  70. if letter = '!' //exclamation mark
  71. return 0
  72. if letter = '' //quotations
  73. return 1
  74. if letter = '#' //number sign
  75. return 2
  76. if letter = '$' //dollar sign
  77. return 3
  78. if letter = '%' //percent sign
  79. return 4
  80. if letter = '&' //ampersand
  81. return 5
  82. if letter = '' //semi-qute
  83. return 6
  84. if letter = '(' //parentheses
  85. return 7
  86. if letter = ')' //parentheses
  87. return 8
  88. if letter = '*' //asterisk
  89. return 9
  90. if letter = '+' //plus sign
  91. return 10
  92. if letter = ',' //comma
  93. return 11
  94. if letter = '-' //dash
  95. return 12
  96. if letter = '.' //period
  97. return 13
  98. if letter = '/' //slash
  99. return 14
  100. if letter = '0' //0
  101. return 15
  102. if letter = '1' //1
  103. return 16
  104. if letter = '2' //2
  105. return 17
  106. if letter = '3' //3
  107. return 18
  108. if letter = '4' //4
  109. return 19
  110. if letter = '5' //5
  111. return 20
  112. if letter = '6' //6
  113. return 21
  114. if letter = '7' //7
  115. return 22
  116. if letter = '8' //8
  117. return 23
  118. if letter = '9' //9
  119. return 24
  120. if letter = ':' //colon
  121. return 25
  122. if letter = ';' //semi colon
  123. return 26
  124. if letter = '<' //less than
  125. return 27
  126. if letter = '=' //equal to
  127. return 28
  128. if letter = '>' //greater than
  129. return 29
  130. if letter = '?' //question mark
  131. return 30
  132. if letter = '@' //at sign
  133. return 31
  134. if letter = '[' //bracket
  135. return 58
  136. if letter = ' //slash
  137. return 59
  138. if letter = ']' //bracket
  139. return 60
  140. if letter = '^' //carot
  141. return 61
  142. if letter = '_' //underscore
  143. return 62
  144. if letter = '' //quotation mark
  145. return 63

MESSAGE BOX SPECIAL CHARACTER CODES. Describes some basic and common commands for message boxes. 12:00 AM; 34897 views; Describes some basic and common commands for message boxes in RM2k/3 Commands: Cn Show a text color. N=a number(1 to 19) Sn Set the. Brown.Specifically, Cn refers to the colours in the game's system.

Describes some basic and common commands for message boxes

  • 01/09/2008 12:00 AM
  • 34960 views
Describes some basic and common commands for message boxes in RM2k/3
Commands:
C[n] Show a text color. n=a number(1 to 19)
S[n] Set the text speed. n=a number(1 to 20) 1 is the fastest(without pauses) and 20 is the slowest.
N[n] Show the name of a hero. n=hero's number.Note that 0 will write the name of your party's leader.
V[n] Show a variable value. n=variable's number.
$ A box appears showing your current money.
! Put that before a word. You will have to press enter to show that word but it will be in the same box than the others.
. 1/4 of delay before the next letter.
| 1 delay before the next letter.
^ The message end without you need to press enter.
> < Displays the part of the message between > and < instantly.
Shows '.
_ Shows half a space.
Colors:
C[0] Normal color(Light blue)
C[1] Blue
C[2] Orange
C[3] Grey
C[4] Yellow
C[5] Dark red
C[6] Purple
C[7] Pink
C[8] Shinning orange
C[9] Green
C[10] Dark blue
C[11] Red
C[12] Snots green
C[13] Dark purple
C[14] Gold
C[15] Light green
C[16] Dark dark purple
C[17] Grey-blue
C[18] Dark green
C[19] Brown
**Specifically, C[n] refers to the colours in the game's system set graphic. 0 is the upper left (the light-blue), and as n increments it goes to the next horizontal colour in the system set (until it hits the right edge, where it moves to the second row and goes on from there)
Symbols:
$A Sword
$B Shield
$C Star of Salomon
$D Sun
$E Moon
$F Mercury
$G Venus
$H Venus(inversed)
$I Mars
$J Jupiter
$K Saturn
$L Uranus
$M Neptune
$N Pluto
$O Aries
$P Taurus
$Q Gemini
$R Cancer
$S Leo
$T Virgo
$U Libra
$V Scorpio
$W Sagitarius
$X Capricorn
$Y Aquarius
$Z Pisces
$a Smiling face
$b Neutral face
$c Sad face
$d Sweat 1
$e Sweat 2
$f Spade(clear)
$g Hearth(clear)
$h Stand(clear)
$i Club(clear)
$j Spade(filled)
$k Hearth(filled)
$l Stand(filled)
$m Club(filled)
$n Skull
$o X cross
$p Sun
$q Moon
$r Dot
$s Up arrow
$t Right arrow
$u Down arrow
$v Left arrow
$w Up-right arrow
$x Down-right arrow
$y Down-left arrow
$z Up-left arrow

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