Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Search the Community

Showing results for tags 'text'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Code
  • Games
  • Materials
  • Models
  • Sounds
  • Tools

Blogs

  • Development Blog
  • Canardian's Blog
  • Beyond Civilization Blog Ext
  • Tyler's Blog
  • macklebee's Blog
  • B-Byrnes' Blog
  • Marleys Ghost's Blog
  • omid3098's Blog
  • Richardsimpo123456's Blog
  • DJDD's Blog
  • Rick's Blog
  • --
  • xtreampb's Blog
  • Economically Disadvantaged
  • Eternal Crisis
  • klepto2's Blog
  • Lazlo's Blog
  • Old Blog
  • Chris Paulson's Blog
  • Davaris' Blog
  • nil
  • Rekindled Phoenix's Blog
  • Flexman's Blog
  • Kattemaksu Online
  • ZERO
  • Marcousik's Creations Blog
  • EVE LBS Studio
  • Rendering puzzles
  • Screen Size Utility
  • Niosop's Blog
  • 1299 RTS Game Project
  • Blitzbat's Blog
  • gordonramp's Blog
  • Andy Gilbert's Blog
  • Marcus' Blog
  • JornAggror Blog
  • diedir's Blog
  • wayneg's Blog
  • Masterxilo's Blog
  • Dave Lee's Blog
  • peubuy's blog
  • OD Arts -Leadwerks Blog
  • The progression......
  • Leadwerks Company Blog
  • The Progression
  • Pancake's Blog
  • Test Blog
  • BLaBZ Blog
  • Pure³d's Blog
  • dreamhead Blog
  • RVL's Blog
  • DB's Blog
  • Toxin Games Development Blog
  • CombatHelo Blog (RSS Import)
  • Foolish's Blog
  • ZioRed's Corner
  • Toxin Games Twitter
  • Shard - Third Initiative
  • Shard's Blog
  • Soamp's Blog
  • Soamp's Blog
  • Laurens' Blog
  • JT`s warehouse district
  • Kennar's Blog
  • KiteFuchs' Blog
  • KiteFuchs' Blog
  • Rachel's Dev-Blog
  • Eagle's Blog
  • zaphos' Blog
  • please delete this blog
  • Afke's Blog
  • Richard Simpson
  • knowledgegranted's Blog
  • EdzUp(GD)'s Blog
  • aGameLife's Kelasel MMORPG Blog
  • tournamentdan's Blog
  • Beyond Civilization Blog
  • smashthewindow
  • AnniXa's Blog
  • AnniXa's Blog
  • Elemental Development
  • DigitalHax Blog
  • Aria's Blog
  • Strogg76's Blog
  • Clackdor's Blog
  • Leadwerks Project Status
  • simpleprogrammer's Blog
  • Pathfinding in LE.2.x
  • Naughty Alien's Blog
  • smashthewindow's Blog
  • Ali Salehi's Blog
  • Jardar's Blog
  • Chris Vossen's Development Blog
  • Scarlet Thread Studios' Blog
  • Kronos' Blog
  • Benton's Blog
  • ChrisV's Blog
  • tjheldna's Blog
  • shadmar's Blog
  • 3D Masons, LLC
  • Andy Gilbert's Enviro Models
  • ParaToxic's Blog
  • NarkLord's Blog
  • ChrisMAN's Blog
  • ChrisMAN's Blog
  • CGMan's Blog
  • The Game
  • Chris Tutorials
  • Leadwerks 3 Experience
  • An Alien Saga
  • klepto2 & Leadwerks 3
  • Inside the mind of eternal insomniac
  • josk's Blog
  • Shader Development in Leadwerks 3.1
  • 3D Coat : Column game making of
  • Einlander's Blog
  • Ginger George's Blog
  • I have a problem
  • Michael_J's Blog
  • nasamydifol's Blog
  • Digman's Blog
  • noesisGUI
  • SavageDogg38's Blog
  • Built from Ruins
  • Remaining Days
  • test_external_blog
  • The Hunt For Food Blog
  • Crazy Minnow Studio
  • CrazyMinnowStudio
  • Guppy's Blog
  • Playing Online
  • Evayr's Blog
  • DerRidda's Blog
  • Karl's Blog
  • whiterabbit's Blog
  • Tinyboss Games
  • abendkleider's Blog
  • sacguccireplica's Blog
  • Arena
  • Imchasinyou's Blog
  • xtom's Blog
  • Lua is better than you think.
  • mdgunn's Blog
  • Crime Closer
  • lxFirebal69xl's Blog
  • Wedmer's Blog
  • Lockdown, going forward.
  • Pump-Action Captain
  • Igor's Blog
  • Dead Anyway
  • MrShawkly's Blog
  • reepblue's Blog
  • ScrotieFlapWack's Blog
  • LUA Musings
  • severjack's Blog
  • mikeporter's Blog
  • miko93's Blog
  • Megalocerous' Blog
  • lxFirebal69xl's Blog
  • aiaf's Blog
  • Lostghbear's Blog
  • echo $BLOG_NAME > blog_title.tmpl
  • johnadam111's Blog
  • Dwarf Beard
  • burgelkat's Blog
  • Charrua's Blog
  • peterpaul's Blog
  • joshmathews' Blog
  • Martin Kearl's Blog
  • Brutile's blog
  • tipforeveryone's Blog
  • Glushchenko Blog
  • Express Lab Games Blog
  • Blueapples' Blog
  • DooMAGE's Blog
  • Structura devblog
  • jen's Blog
  • martyj's Blog
  • Dragonfreak's Blog
  • Brutile's Blog
  • assigmenthelp
  • Case Study Assignment Help
  • How to deal with bad grade ?
  • How to deal with bad grade ?
  • GameDev Blog
  • devcjohnson's Blog
  • devcjohnson's Blog
  • THE WHAT? Blog
  • The Demurian Scribe
  • GUI Editor
  • GUI Tutorial
  • The Seventh World
  • Phodex Games Blog
  • Leadwerks VS Source 2
  • Work in Progress - Scifi PBR Media
  • [C++] First Player game start
  • The Blog of Yue
  • Snowboarding Development Blog
  • Ocean: Rendering in Leadwerks 4
  • The making of Twisted Minds

Forums

  • Software
    • General Discussion
    • Technical Assistance
    • Programming
    • Game Artwork
    • Suggestion Box
    • Bug Reports
  • Platforms
    • Windows
    • Mac
    • Linux
  • Community
    • Showcase
    • Promotion
    • Tech Talk

Categories

  • Games
  • Tutorials
  • Work in Progress

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Location


Interests

Found 8 results

  1. Hello everyone ? I would need some help with something I would like to do, but don't really know how to do it. So, I'm making a little game separate into multiple episodes. For each episode, I would like a text to appear in a fractal way with a cloud noise texture or something like that (a bit like the Fallout title intros). But I don't really know how I can achieve this. I didn't experiment a lot with shaders, just some simple material shader. I've been following a tutorial series on YouTube about shaders in Leadwerk. I would like to know if you could give me some direc
  2. IgorBgz90

    UTF8 Support!

    Hello again. Implemented UTF8 support for LE4. Works fine?. context->SetBlendMode(Blend::Alpha); context->DrawText(u8"Привет мир! Hello world!", 25.0f, 25.0f); context->SetBlendMode(Blend::Solid); Add yours symbols to "familychars" and make own "family" in Font.cpp if (family==Font::English) { familychars = L"abcdefghijklmnopqrstuvwxyzабвгдеёжзийклмнопрстуфхцчшщъыьэюя АБВГДЕЁЖЗИКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-=!@#$%^&*()_+[]\\{}|;':\",./<>? `~"; } Update: #include <codecvt> std::string WideStringToString(const std::wstring
  3. Hi I have a small problem. I think the pictures should explain it pretty good With font size of 12 see the terrible cut on the top?: With font size 20 it is a little bit better but somehow not as sharp as it should be; This is how I would expect it to look like: I am rendering the text with the default arial.ttf font, I render the following color Vec4(0, 0, 0, 255) and with blendmode Blend.Alpha. So whats the problem? I remember the text rendered sharper another time, but I dont know what I am doing wrong atm? Any suggestions?
  4. I'm not sure what has happened, but I noticed that text, that used to bee nice to look at and clear, is now somehow bugged. Here is example pic attached. You notice that in "Switch" (at the center of the screen) letters are not in line and spaces between them are not even. It looks generally bad. It was not like this before. What did I do?
  5. I want to make a password pad to put in some numbers. The attached picture is what it looks now, at a resolution of 1080 p. (for 1920 p the green text fits in properly) But as you can see the text is not scaled with the window, so how do I make it right? I can get the top left and bottom right of the screen as x,y vectors, but how do i calculate that the text always is inside of it ?
  6. A long time ago I had this problem with text overlapping itself when you used some entities in the game, then Rick (thanks by the way) came along and fixed this issue. This is the code right now: Inside FPSPlayer.lua right below the default variables: Script.DisplayTimeMax = 4000 local font1 = Font:Load("Fonts/MODERN SERIF ERODED.ttf", 20) In the Start(): self.text = "" Inside the UpdateWorld() if pickInfo.entity ~= nil then if pickInfo.entity.script ~= nil then if pickInfo.entity.script.GetText ~= nil then self.text = pickInfo.entity.script:GetTex
  7. It looks like DrawText doesn't like multi-line string literals, it's reading them in as one long line that ends up mostly off of the screen and doesn't respond to escape characters (such as "\n") embedded in the multi-line string in order to try and simulate "wrapping". Either I'm missing some undocumented param or DrawText was only meant to draw a single line of text at a time. Of course, I can write a loop for this, but that incurs a performance penalty, especially with longer bits of text and seems to be a needlessly complex solution. My suggestion is to allow DrawText the abili
  8. So a while ago, I got this script going that makes so the player presses E text will show up, my problem is, if the player clicks on 2 objects at the same time, the text will overlap itself Script Script.ObjectDescription = "" --String "Object Description" Script.DisplayTimeMax = 5000 --Int "Display time" Script.Used = "0" Script.DisplayTime = 0 Script.DisplayEnabled = false local font1 = Font:Load("Fonts/True Lies.ttf", 20) function Script:Use(context) self.Used = "1" self.CurrentTime = Time:GetCurrent() self.DisplayTime = Time:GetCurrent() + self.DisplayTimeMax end function Sc
×
×
  • Create New...