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Ummm.. Lack of tutorials(?)

A topic by kingblade created Sep 01, 2018 Views: 195 Replies: 3
Viewing posts 1 to 4

Hi there.

I really like this asset, and I bought it and started to use it.

Problem is, I seem to not understand stuff from the documentation / tinkering with the program.


For example, I discovered I need to duplicate the blink asset under "Resources" to be able to change its color(?)

Also, I seem to fail In trying to add a new quad. How is it done? What is the database for all of these effects and images?


Thank you for your time (:

Developer

Hey,

I've been adding more and more example scenes as STM to function as tutorials along with a few short videos, but contacting me like this is probably the fastest way to get things done!


In this last update, I was actually going to add this exact feature, making it so the "blink" tag was "additive", so it wouldn't override the colour of a mesh with its own, instead just adding to it and using the gradient's alpha as an override. I realized that this would lead to some really odd edge-cases... the blink tag is actually just a "color" tag, so that means it overrides the current active colour, anyway. I could try adding it in, but I'm just worried that it might lead to more confusion with usability down the line since STM's colour tags aren't additive, they just replace eachother when you type a new one.

I figured that in a final build of a game, typically text boxes settle on just one or two colours and the blink tag is pretty unpopular, so having two separate blink tags for this was easier than the potential confusion it might cause? But I could mess around with this and see if I get good results! I'll keep you posted for version 1.8.2!


Quads should be explained in the docs and in my tutorial video, but here's a quick rundown:

  • Inside of any Super Text Mesh component, click the rainbow "T" in the top-right corner. This will open up the "Textdata Inspector" where you can edit and create all the effects for Super Text Mesh. (This uses the resources folder you mentioned earlier, but this is an easier way to edit everything all at once)
  • Under "Inline > Quads" you can find all the quads! Click the "create new quad" button to create a new quad that you can then edit. Check out the default "anyButton" quad to see how splitting a texture across multiple quads and animated quads work!
  • After you define a quad, I suggest putting it in a mesh and editing the values right there to make sure everything is sized appropriately.

I hope this helps!

-Kai

So far I used the asset trailer as a video tutorial since I couldn't find any on youtube / the website. I tried looking for the videos in the plugin itself now but I am REALLY missing something.

Anyway, about the blink effect - yeah, sure. I get the limitation since it's a color gradient trick, but I would love being able to edit options propertied or something in the text itself if possible? something like <c=blink startColor="red"> or something.

And I now tried looking for the quad in the menu you described and yes, I found it!

The funny thing is, I am getting an error about asset creation failing because of the path. Seems like you are using a static path and therefore I have to put the plugin in the project root. It would be cool to add to the roadmap something that will let the user put the plugin in subfolders for organization reasons.


Anyway - thank you VERY MUCH for the fast replay.

I am already glad I decided to buy this asset (:

Developer

Right, the itch.io page only lets me put up one video in the sidebar, but the links to the others are further down in the description text. On the Unity Asset Store, the videos are right after the trailer.

I seriously will look into someway to making that blink that work right, but setting up multiple blinks will have to be the solution for the time being.

I could swear I made the asset paths non-static in the latest update, but now that I think about it it would have only effected the creation of the "Materials" folder. I'll see if I can apply it to creating new Textdata objects! I already have some code in there for finding the asset path no matter where it is, so hopefully this will be a quick fix.