RM2K3: TEXT ON SCREEN
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There is a fix for this, but I'd need to link you to a patched RPG2003.exe to provide you with the fix which is a big No No.
Unless you can find the fix I'm referring to (hint: Google is your friend) you'll just have to manually go in-game and make sure text doesn't run off the screen.
Unless you can find the fix I'm referring to (hint: Google is your friend) you'll just have to manually go in-game and make sure text doesn't run off the screen.
From what I remember, all text past the "n" in the dialogue box's "Cancel" button will be cut off. Insert a carriage return before that point.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Zachary_Braun
From what I remember, all text past the "n" in the dialogue box's "Cancel" button will be cut off. Insert a carriage return before that point.
No, this is wrong. The font in the editor's text box is variable spaced and the font in the game is monospaced. Without patching the editor, there's no way of telling for sure where it'll cut off except to count out the letters on each line.
Apply this patch to fix the problem. It will change the font in the editor's text box to a monospaced font, and put two lines there for you to see - one where the text will cut off if you put a face in the message box, and one where it'll cut off if you don't have a face.
FYI this was in our stickied Master RPG Maker Helpful Things Topic. Next time look there first.
I didn't extract that .zip, but if the name is correct that patch is for RM2K, not RM2K3. I don't know what would happen if one were to use that on RM2K3.
Each line is 50 visible characters max. (Non-printed characters like \s don't count.)
If you are first writing your dialogue in a text editor, you can usually configure it to place a vertical bar 50 characters out. E.g., in Notepad++ I can enable a vertical bar by going to Settings -> Preferences, "Editing" tab, and under the "Vertical Edge Settings" tick the "Show Vertical Edge" column and change the "Number of columns" to 50.
Dialogue that goes as close as possible to the 50 characters-per-line mark makes me very happy.
If you are first writing your dialogue in a text editor, you can usually configure it to place a vertical bar 50 characters out. E.g., in Notepad++ I can enable a vertical bar by going to Settings -> Preferences, "Editing" tab, and under the "Vertical Edge Settings" tick the "Show Vertical Edge" column and change the "Number of columns" to 50.
Dialogue that goes as close as possible to the 50 characters-per-line mark makes me very happy.
Well, there's a time to use a single line and a time to break up the text. If you can break the line at a good breaking point (comma, period, semicolon, etc.), and the result would have the second line be the same length or slightly longer than the previous line, it'll look better than as one really long line. Etrian Odyssey and its sequels do this quite well.
Look at how even and/or easily-read all of these lines are:
Even if they're not broken at a punctuation mark, they're broken before a preposition ("to other healing skills," for example).
Compare these to the following examples of shitty linebreaking:
This doesn't give you enough information! It's a monk skill. Great. Fuck you, we know that (note: this is actually relatively important in-game due to multi-classing, but still).
This is even, yeah? Too bad an important phrase ("HP recovery") is broken up, making it harder to read at a glance. The best description is one that you don't have to actually read.
Ew ew ew oh my god this is disgusting, even if it hits the line length relatively well. This is not a book. Break up your text well.
(I'm going to make this into a topic because THIS IS IMPORTANT OH MY GOD and I rarely see it done well in RM* games)
Look at how even and/or easily-read all of these lines are:




Even if they're not broken at a punctuation mark, they're broken before a preposition ("to other healing skills," for example).
Compare these to the following examples of shitty linebreaking:
A monk skill that
adds HP recovery to other classes
This doesn't give you enough information! It's a monk skill. Great. Fuck you, we know that (note: this is actually relatively important in-game due to multi-classing, but still).
A monk skill that adds HP
recovery to other classes
This is even, yeah? Too bad an important phrase ("HP recovery") is broken up, making it harder to read at a glance. The best description is one that you don't have to actually read.
This is my father's shop. He makes
equipment in the back, and I sell it
in the front.
Ew ew ew oh my god this is disgusting, even if it hits the line length relatively well. This is not a book. Break up your text well.
(I'm going to make this into a topic because THIS IS IMPORTANT OH MY GOD and I rarely see it done well in RM* games)
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