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#1 neotokeo2001 OFFLINE  

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Posted Tue Aug 30, 2005 7:28 PM

Is there a way to use a "Print" command for onscreen text?

If Not. Are there any other options for screen text in B-Basic?

#2 s0c7 OFFLINE  

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Posted Tue Aug 30, 2005 7:55 PM

Is there a way to use a "Print" command for onscreen text?

If Not. Are there any other options for screen text in B-Basic?


Not yet. I think somebody mentioned maybe trying to do a Stellar Track-style kernel in the future.

For now, your only real option is to use player0/1 (or the playfield).
Homsar http://www.atariage....showtopic=73280 is a game that does some text during the intro.
If you're going for more than one small word, it'll probably have to be vertical.

Edited by s0c7, Wed Aug 31, 2005 9:31 AM.


#3 neotokeo2001 OFFLINE  

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Posted Tue Aug 30, 2005 8:03 PM

I was going for a Dark Mage type game with text descriptions and options. Guess I'll have to wait a little longer.

#4 Random Terrain OFFLINE  

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Posted Tue Aug 30, 2005 8:03 PM

Speaking of text, remember this thread?

http://www.atariage....showtopic=73610

#5 vdub_bobby OFFLINE  

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Posted Wed Aug 31, 2005 9:17 AM

I was going for a Dark Mage type game with text descriptions and options. Guess I'll have to wait a little longer.

Well, you could/should make a specific kernel request in the kernel request thread - then you might not have to wait so long. :)

EDIT: What about a kernel that looked something like the display in my 1K menu w/ instructions demo?

You could have around seven 12-character lines on screen at one time, non-flickering. Not as big as a flickering, Dark Mage-ish display.

Edited by vdub_bobby, Wed Aug 31, 2005 9:23 AM.


#6 supercat OFFLINE  

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Posted Sun Sep 4, 2005 11:45 AM

One thing which might be useful would be for BB to allow a way to define characters for the digits A-F in the score display routine and load them into the score. This would provide an easy way for a player to use up to six letters plus the letter "0" [zero] and--depending upon shape--"I" [one] to form messages. The characters thus created could either be used as single letters or bitmaps that contain parts of multiple letters.

#7 supercat OFFLINE  

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Posted Sun Sep 4, 2005 11:48 AM

You could have around seven 12-character lines on screen at one time, non-flickering.  Not as big as a flickering, Dark Mage-ish display.

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I prefer the flickering David-Crane-kernel-style text in Dark Mage. The flicker isn't bad and it looks better than using tiny text that uses less than 1/3 of the screen width. Perhaps the approaches could be combined for a 24-column flickerscreen. That might be the best approach.

#8 vdub_bobby OFFLINE  

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Posted Tue Sep 6, 2005 9:53 AM

One thing which might be useful would be for BB to allow a way to define characters for the digits A-F in the score display routine and load them into the score.  This would provide an easy way for a player to use up to six letters plus the letter "0" [zero] and--depending upon shape--"I" [one] to form messages.  The characters thus created could either be used as single letters or bitmaps that contain parts of multiple letters.

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I think this is an excellent idea.

Actually, allowing bB programmers to redefine the digit bitmaps would be cool as well.

#9 batari OFFLINE  

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Posted Tue Sep 6, 2005 5:23 PM

One thing which might be useful would be for BB to allow a way to define characters for the digits A-F in the score display routine and load them into the score.  This would provide an easy way for a player to use up to six letters plus the letter "0" [zero] and--depending upon shape--"I" [one] to form messages.  The characters thus created could either be used as single letters or bitmaps that contain parts of multiple letters.

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I think this is an excellent idea.

Actually, allowing bB programmers to redefine the digit bitmaps would be cool as well.

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Something like this is on the todo list for the next version.




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