Custom Font for "Spawn Actors"

DrGlickertDrGlickert Member Posts: 1,135
edited November -1 in Working with GS (Mac)
I want to create custom font's for numbers that spawn after a player does something.

Example:
Player destroys a block and he is awarded with +100 pts. I would like for my custom font to generate +100 (or just 100).

If the player hits 2 blocks, then he is awarded with +300 pts. I would like for my custom font to generate a +300 (or just 300).

And, more and more as he destroys multiple blocks...

Is this even possible? Or do I have to create a +100 and +200 picture to "spawn" when the player destroys the block?

Comments

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    THe latter, I would say, i.e the real numbers as an attribute triggering spawned images of the numbers.
  • old_kipperold_kipper Member Posts: 1,420
    you could just have a 'dying' animation with the score as a frame and just bump the games score as soon as it is gone... be very easy

    0r spawn a total of multi kills at an average position of the kills...
  • DrGlickertDrGlickert Member Posts: 1,135
    gyroscope said:
    THe latter, I would say, i.e the real numbers as an attribute triggering spawned images of the numbers.

    What if the player can score anywhere from 100 to 200? Would I have to create 100 different images? 100, 101, 102, 103, 104, 105, --> 199, 200?

    There is no way to create a 3 digit number that spawns the exact score that the player scores?

    What if the player can score between 100 and 10,000,000?
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    i'll have to look You can do it you will just have to create a prototype for each digit instead of changing the attribute in each instance. and then spawn all three actors when you want a score displayed. You should prob keep them off screen though and just have them pop into place and then pop back off screen other wise you will kill your game performance with all that spawning.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    THe only way to do that would be to have three, four or five ("10,000,000?" or 8! - or even 10 if you want to include the commas) distinct actors, placed in a row on a carrier actor (or maybe not necessary); a set of Rules/algorithm to split the numbers, then whichever number place it is, spawn the appropriate image, 1 of 10. As the score is moving, these actors would also have to have their positions constrained. Hope I've explained it well enough.
  • DrGlickertDrGlickert Member Posts: 1,135
    Sounds like a lot of work...

    Looks like I have some work to do...
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