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How much text can fit in alerts? How to use messages?

edited November 2016 in How To
I'm using alerts to make messages pop up after a player has encountered an object. I've got it working except that maybe I need to use a different tactic, as I wanted it to be more like a Zelda-esque text box that will give the player information that seems to be longer than the alert box allows, even with multiple boxes.

I'd prefer to use messages/mailboxes, but I can't figure out how to actually add the text I want. I'd like it to look a little like this game: http://www.flowlab.io/game/play/231736 I want the message to appear as soon as the level starts. I looked through this game's levels, but I can't figure out how or where the actual message (the long text) is programmed.

Comments

  • Messages and mailboxes dont have anything to do with textboxes....

    However. Think of them as invisible wires that go from object to object
  • @jngthree Got it. I thought they made large text boxes - no wonder I couldn't do anything with them.

    So is there anything besides the alerts (which only allow a very short amount of text) that would include text? The only other thought I had as a roundabout way was to make a sprite that looked like the message pop up and I'd have it appear at the beginning and disappear by using the key component and destroy.. I don't know if that would work, but that was my thought!
  • And animations if you put the work behind it
  • Thanks for all your help! I appreciate it!
  • how do you put a message gui
    message or mailbox i want it to appear as in zoo of death at the the start of the level
  • Messages and mailboxes are not related to text at all.

    Think of them as invisible wires between objects
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