Logic Gadgets: Dialogue Text Displayer

Icon
Name of gadget Dialogue Text Displayer
Section Movers & Outputs
Number of Tweak pages 8
Author LadylexUK, QuietlyWrong
Last updated 05 Mar 2019 [Beta]

Description

This gadget is used to display text. It is a more complex version of the Text Displayer gadget, as it allows you to skip or close the text box with a button press. You would use this gadget over the Text Displayer if you want the player to have control over the text box, such as to skip through dialogue from a quest giver.

Beside the ability to let the player advance text and pick from a selection of options, there are many options for tweaking the appearance of the text. Exactly like the Text Displayer, you can show the text in a “box” or without one and with a selection of different fonts. The text can display on the display layer, like a HUD or status bar (2D) or within the scene itself, like a poster on a wall (3D).

As well as the gadget and its tweak menus, the box itself appears on screen at its target location, exactly as it would appear, where you can resize it (and thereby resize the text), move it around and see the effects of your tweaks.

The text “display” is made of four different components, each of which is tweakable: the text itself, the “text box” (a resizeable and hideable background panel on which the text is printed), the “border” (a line that can be drawn around the outside of the text box) and the “shadow” (a drop-shadow that can be used to make the text or text box stand out a little from the background; it has nothing to do with any light sources in the scene).

Example Tutorial (adapted from Media Molecule)

  1.  Stamp a dialogue text displayer
  2. Type “Hello” in the the text box
  3. Choose square as a prompt to close button and enable the show prompt in text toggle.
  4. Clone the dialogue text displayer
  5. Change the text box to say “Hello yourself”
  6. Connect text finished on the first gadget to start text on the second
  7. Hit start time
  8. Press square. The text will change from Hello, to Hello yourself.

 

Tweak Menus

Click on arrows to reveal

Tweak Menu 1: Text Properties
  1. Tweak Menu page 1: Text Properties
  2. Enter Text
  3. Text Colour
    3a. Input
    3b. Output
  4. Text Brightness
    4a. Input
    4b. Output
  5. Text Opacity
    5a. Input
    5b. Output
  6. Text Font
    6a. Input
    6b. Output
  7. Power
  1. Menu page indicator
  2. Enter Text
    Type the text you want to display here.
  3. Text Colour
    Choose the colour of the text displayed.
  4. Text Brightness
    Choose the brightness of the text displayed (a little can go a long way).
  5. Text Opacity
    Choose the opacity of the text itself – a lower value means it’s more see-through.
  6. Font
    This slider provides a selection of font styles to choose from. You can even dynamically change the font style by wiring a value into the input port.
  7. Power
    This is where you turn the gadget on/off.
Tweak Menu 2: Text Box Properties
 

  1. Tweak Menu Page 2: Text Box Properties
  2. Show Text Box
    2a. Input
    2b. Output
  3. Text Box Colour
    3a. Input
    3b. Output
  4. Tail shape
    4a. Input
    4b. Output
  5. Text Box Brightness
    5a. Input
    5b. Output
  6. Text Box Opacity
    6a. Input
    6b. Output
  7. Text Box Curviness
    7a. Input
    7b. Output
  8. Autofit
    8a. Input
    8b. Output
  9. Texture
    9a. Input
    9b. Output
  10. Texture Strength
    10a. Input
    10b. Output
  11. Texture Scale
    11a. Input
    11b. Output
  12. Fade Amount
    12a. Input
    12b. Output
  13. Power
  1. Menu page indicator
  2. Show Text Box
    This toggles whether you can see a background box bordering the text or not.
  3. Text Box Colour
    Choose the colour of the text box.
  4. Tail shape
    Choose a tail type (if any) for the text box – such as for a speech bubble, thought bubble, etc. A draggable handle will allow you to choose its target position below the text box.
  5. Text Box Brightness
    Choose the level of brightness of the text box.
  6. Text Box Opacity
    Choose the degree of opacity of the text box, from invisible to completely opaque. The ability to set this to a very low value and create a near-invisible but reflective surface means it’s a popular choice for making windows and still water surfaces.
  7. Text Box Curviness
    Choose how curvy the corners of the text box are, allowing you to make the box an ellipse or a rectangle or anything in between.
  8. Autofit
    Toggle this to determine whether the text box will automatically change size to accommodate the text inside it.
  9. Texture
    You can change the texture that is applied to the text box (or leave it untextured, at value 0, in which case the following settings are disabled).
  10. Texture Strength
    Choose how strongly the selected Texture affects the appearance of the text box.
  11. Texture Scale
    Choose the size of the image used to apply the selected texture on to the text box – these can look quite different at different scales.
  12. Fade Amount
    Choose how much the texture fades at the edges of the text box. Any significant value may also fade out any border or shadow that the box has (the extent will also depend on colour and brightness).
  13. Power
    This is where you turn the gadget on/off.
Tweak Menu 3: Border Properties
  1. Tweak Menu Page 3: Border Properties
  2. Show Border
    2a. Input
    2b. Output
  3. Border Colour
    3a. Input
    3b. Output
  4. Border Brightness
    4a. Input
    4b. Output
  5. Border Opacity
    5a. Input
    5b. Output
  6. Border Width
    6a. Input
    6b. Output
  7. Show Shadow
    7a. Input
    7b. Output
  8. Shadow Softness
    8a. Input
    8b. Output
  9. Shadow Opacity
    9a. Input
    9b. Output
  10. Shadow Angle
    10a. Input
    10b. Output
  11. Power
  1. Menu page indicator
  2. Show Border
    This is a toggle on whether you can see a border around the box or not.
  3. Border Colour
    Choose the colour of the border around the box.
  4. Border Brightness
    Choose the brightness of the border around the box.
  5. Border Opacity
    Choose how opaque the text box border is.
  6. Border Width
    Choose the width of the text box border.
  7. Show Shadow
    This is a toggle on whether the text box has a small drop-shadow effect to make it stand out a little from anything behind it.
  8. Shadow Softness
    If the shadow is visible, choose how sharp or blurry its edges are.
  9. Shadow Opacity
    Choose how opaque the text box’s drop-shadow is.
  10. Shadow Angle
    Choose the angle from which the shadow is cast – any angle around the text box is possible.
  11. Power
    This is where you turn the gadget on/off.
Tweak Menu 4: Alignment
(
  1. Tweak Menu Page 4: Alignment
  2. Horizontal Alignment
  3. Vertical Alignment
  4. Horizontal Alignment (Screen)
  5. Vertical Alignment (Screen)
  6. Power
  1. Menu page indicator
  2. Horizontal Alignment
    Choose the horizontal alignment of the text within the confines of the text box (left, centre, right).
  3. Vertical Alignment
    Choose the vertical alignment of the text within the confines of the text box (top, centre, bottom).
  4. Horizontal Alignment (Screen)
    Chooses the horizontal position of the text box itself on the screen (left, centre, right, custom). Select “custom” if you want to move the text box freely to any horizontal position.
  5. Vertical Alignment (Screen)
    Chooses the vertical position of the text box itself on the screen (left, centre, right, custom). Select “custom” if you want to move the text box freely to any vertical position.
  6. Power
    This is where you turn the gadget on/off.
Tweak Menu 5: Settings
  1. Tweak Menu Page 5: Settings
  2. In Scene
    2a. Input
    2b. Output
  3. Face Camera
    3a. Input
    3b. Output
  4. Always on Top
    4a. Input
    4b. Output
  5. Sort Order
    5a. Input
    5b. Output
  6. Allow Rotation
    6a. Input
    6b. Output
  7. Animation Speed
    7a. Input
    7b. Output
  8. Power
  1. Menu page indicator
  2. In Scene
    This is a toggle to place the text display within the scene (as a 3D object) or directly onto the screen, regardless of where the player is (2D). You might use the 3D option for posters on walls, for example, while the 2D option is good for status displays, menus, inventory, etc.
  3. Face Camera
    If this is selected (it’s only available if “In Scene” is activated) it will rotate the text box so it is always facing the player.
  4. Always on Top
    If this is selected (it’s only available if “In Scene” is activated) it will draw the text box in front of any other elements in the scene, even if they are closer to you than the text display.
  5. Sort Order
    Use this to determine what order the text box will appear on screen if two or more boxes overlap. The lower the number, the higher the priority.
  6. Allow Rotation
    This is a toggle to determine whether to allow a text box to be rotated, or whether it must always remain upright.
  7. Animation Speed
    Choose how quickly the text appears in display when it is activated. By default, this is “infinitely fast” (∞), i.e. the whole text appears instantaneously. You can use the slider or an input value to change this to any “characters per second” value from 1 upwards.
  8. Power
    This is where you turn the gadget on/off.
Tweak Menu 6: Prompts to Skip/Close
  1. Tweak Menu Page 6: Prompts to Skip/Close
  2. Prompt to Skip
  3. Prompt to Close
  4. Show Prompt in Text
    4a. Input
    4b. Output
  5. Power
  1. Menu page indicator
  2. Prompt to Skip
    Choose which button on the controller will be used to skip the animation stage of text display.
  3. Prompt to Close
    Choose which button on the controller will be used to close the text display.
  4. Show Prompt in Text
    Activate this option to show the Skip/Close options with the text being displayed. These prompts can be resized and moved relative to the dialogue text box as required. [TBA]
  5. Power
    This is where you turn the gadget on/off.
Tweak Menu 7: Dialogue Properties
  1. Tweak Menu Page 7: Dialogue Properties
  2. Imp Text Prompts
    2a. Input
    2b. Output
  3. – 10. Activate Prompt for [Button]
    3a. – 10a. Inputs
    3b. – 10b. Outputs
  4. Power
  1. Menu page indicator
  2. Imp Text Prompts
    Choose whether the player can click on the dialogue options with an imp tip as well as clicking on the face buttons of the controller.
  3. – 10. Activate Prompt for [Button]
    & Enter Text
    For each of the face buttons there are two parts: a toggle and a text box. The toggle allows you to turn each optional prompt on or off and you can use an input wire to dynamically determine which dialogue prompts are available for the player to choose between. A text box allows you to specify the wording of the dialogue prompt. These prompts can be resized and moved relative to the dialogue text box as required. An output from each one sends a signal to specify which option the player has selected.
  4. Power
    This is where you turn the gadget on/off.
Tweak Menu 8: Inputs & Outputs
  1. Tweak Menu Page 8: Inputs & Outputs
  2. Start Text
    2a. Input
  3. Text Finished
    3b. Output
  4. Text Active
    4b. Output
  5. Text Animation Finished
    5b. Output
  6. Text Animating
    6b. Output
  7. Text Animation Progress
    7a. Input
    7b. Output
  8. Power
  1. Menu page indicator
  2. Start Text
    You can connect an input wire here to send a signal to a dialogue text displayer gadget that will activate its text display whenever you want. If nothing is connected here, the text will appear as long as the gadget is powered on.
  3. Text Finished
    This outputs a signal to indicate that the whole text has been displayed, that you might use to trigger the next piece of logic.
  4. Text Active
    This outputs a signal while the text is being displayed – whether or not the player can actually see it.
  5. Text Animation Finished
    This outputs a signal to indicate that the animation of the text (i.e. the gradual appearance of characters in the text box) has reached its natural conclusion.
  6. Text Animating
    This outputs a signal to indicate that the text is currently being animated. You might for example use this to drive the jabbering nonsense speech effect or mouth animation of a character as the text appears in a speech bubble.
  7. Text Animation Progress
    This outputs a signal to indicate what percentage of the text has so far been drawn into its text box. An input also (presumably? TBA) allows direct control over the progress of the text.
  8. Power
    This is where you turn the gadget on/off.

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