Repository navigation
Text Scale #1178
Replies: 4 comments 1 reply
|
The size difference compared to lifebar is because you're using lifebar localcoord 348,196 and the text sctrl works with 240p coordinate space. This state controller may be changed in future to work more like an explod, if someone puts extra work on it. There is also an open ticket suggesting to take character or self-defined localcoord into account: #1125 |
|
your test case showcases that the enforced 240p localcoord is a serious drawback that can't be counter-measured properly with scale (since it will lead to scaling artifacts due to unusual resolution), so I'm going to add localcoord support for this sctrl soon (via extra parameters). |
|
Thanks! :D |

Uh oh!
There was an error while loading. Please reload this page.
Describe the bug
Text for some reason looks all mangled up and smaller than usual when using the Text SCTRL, I've checked everything (localcoord, scale, font, everything.) and I can't get it to display correctly. And yes I did change resolution of the game, to 348x196 which is the localcoord for everything (system, fight, character, etc), game resolution is doubled.
[State Text Win]
Type = Text
Trigger1 = !Time
Text = "Texting"
Font = F1
Align = 1
RemoveTime = -1
Pos = 174,96
Scale = 1,1
IgnoreHitPause = 1
My code ^
To Reproduce
I can't really do much other than provide this test case, just start a match with the embedded kfm and it'll generate the broken text.
test.zip
Expected behavior
Well, text should look correctly, much like example below.
Screenshots / Video
Text generated using the Text SCTRL looks and using default fonts.

Correct text generated in fight.def with same font.

Engine Version (or source code date)
Nightly - 04/19
Operating system
Windows
Extra context or search terms
No response
All reactions