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caesuric

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A member registered Jan 09, 2018 · View creator page →

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Thank you! I suppose "popping out" an enlarged version of the text that uses STM features to show what's changed would be a pretty decent solution for now! I will probably hold off on making that animation, but it could enhance the current functionality anyway, so it's a pretty good idea. Thank you again for all the help!

Thanks, I really appreciate all the thought and detailed examples, but this is a UI feature I see in games like MTG: Arena, and it is supported by TextMeshPro. Unfortunately I will probably need to stick to TMP for this particular type of text, at least until I think of another solution or work out some manual math to figure this out (perhaps using the content size fitter approach and checking the bounding box size).

My game also has dynamic rule text that can be changed by player modifications. While I do have a character limit on how big a card can get, for readability reasons, it's not really practical to assess based on the longest "printed" preset card.

Additionally, I once used the method you suggested where I just sized the text to the biggest practical size. In working on Steam Deck compatibility, I found that on handhelds, this text size was too small and required the player to hit the "view enlarged" button on every card to understand what was happening, hence how I ended up with a larger font size for cards that can fit it. What's "readable" differs greatly from device to device, unfortunately.

Also, unfortunately, the cards are in 3D world space, so a scroll rect is probably not great for me unless I create the UX for it manually by binding to mouse scroll events. And the vertical "marquee" effect I've seen in other games, and it has some disadvantages imo in terms of readability (the player might not be ready for the text to scroll, etc.).

Regardless, thank you very much for the thoughtful responses!

Sure thing. So it's for a digital card game where I want the text to scale down when there's a lot of it. My attempt to paste in a bunch of example images keep erroring out so here is a link to my itch.io page: https://caesuric.itch.io/vortex-siege

In TMP I set a bounding box like so:

I would like to know the best way to achieve a similar scaling effect in SuperTextMesh, as I have a highlighting feature that emphasizes parts of the card text when they have changed due to effects, and STM's various animation capabilities would make this system far more effective for grabbing the player's attention.

Thank you for your time!!

Hey there.

I really love this asset, and it is better in almost every conceivable way than TextMeshPro. However, I am running into an issue getting auto-sizing to work the way I expect it to work. Since modifying the bounding box for a 3D SuperTextMesh just scales it, I can't set boundaries for a text box and then have the text resize automatically when it exceeds those boundaries (the way TMP works). The auto-resize function that exists only seems to account for horizontal space and doesn't account for vertical space.

Any tips for how to manage this feature? Thank you!

Thanks for the feedback! I may look into making a "demo" version that uses only the low-level monsters and assets.

Haha, there are a lot of textures (733 MB) and sounds (165 MB) in there! There are 38 different monsters with unique models and sounds, and a bunch of dungeon parts. There's probably some compression and optimization I could do, but it would take me a while to go through all the assets one by one and double-check that they are compressed properly...

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Hi, folks. I'm looking to build a 2-5 person team for a small game project. The elevator pitch is that it's an action roguelike where you have the ability to copy powers from your enemies. I have most of the core game mechanics programmed in a basic state at this point, though there's a lot of fleshing out to be done.

Fun features I have up and running right now:

  • Procedural level generation
  • Procedural equipment generation
  • Procedural ability generation
  • Monster AI that allows them to make use of random abilities
  • Sound and scent systems that allow monsters to track the player

The game takes inspiration from the lethality, playfulness, and simulationism of old-school roguelikes and merges it with modern action gameplay and some cool new mechanics. I'm envisioning a cute art style, but am open to different options. I'm happy to discuss details in more depth.

The current goal is to put together a nice demo that can be used in a crowdfunding bid. Initial work will therefore be scoped to a single area worth of content. I'm open to either up-front payment or revenue sharing.

Here's what I'm looking for:
1. Concept artist 
2. A 3D modeler and animator
3. GUI artist
4. Composer and sound effects person

If you're interested in hearing more, please feel free to contact me. My DiscordTag is caesuric#8445.