------------------------------Text Labels------------------------------- Create dynamic labels with ease with "Text Labels"! It's basically a text engine with a stylish label around it, feel free to use it in your projects, just don't forget to credit me (^; Features: -bold -underlined -italic -crossed -adjusteable text size -customizable text color -dynamic label dimensions -adjusteable spacing -debug mode (see where are 'space's and 'line breaks's) -width axis for every character -label clamping -line break (CURRENTLY BROKEN, you can try fixing it but honestly at this point the whole code is a big mess, that would need a big clean up to do anything productive with it, gl tho if you try) How to use: 1. Drag the "Labels" sprite into your backpack then open your project and drag it out. 2. Put the resseting scripst (the ones under the green flag) into your own ressetting script. 3. Bring the game loop scripts into your own main loop. Make sure that they stay in the same order. If you don't want a typewriter label, you can delete the "Get String" and "TICK" blocks. If you don't want rainbow text you can also delete the if condition. 4. Find the 'Project Points' costume block. There you can see I already added some some labels, feel free to delete them. 5. Drag out a "Point At () () color () () () ... costume block. 6. The first 2 inputs are the x and y coordinate of the dot that the label will point to. The 4th, 5th and 6th inputs are used for the color of the dot (in RGB). In the 7th input is where your text goes, also this is where you format your text, every information on that can be found inside the project in a big comment attached to a "Point At ..." block. The 8th input is used to set the text's size. Notes regarding the usage: If you want rainbow text, you have to find that big formula around the 'Project Points' block, you'll know it from there. If you want typewriter effect find the "delete all of SPEECHES" "add (dynamic) to SPEECHES" script and repleace "dynamic" with the word you want then you can use the "string" variable in the Info input. You can also have multiple texts with this effect but then you will have to modify the "Get String ()" costume block. How to add your own formatting options: 1. Chose a character the will be used when using this format, make sure that it isn't already in use. Then write it into the big comment and explain what it does, how it should be used etc. 2. Next, find the "Text At () () i () text () ..." costume block. In it find if condition that has a comment attached to it saying "Checking for formattings." 3. If your formatting is only an "on/off thing" then find the "if bold <> text ()" costume block, copy it entirely and change the condition and the variable the is set in the costume block and put it under the "if x <> text ()" script (make sure that it is above the "repeat until <>" block). If not then sadly I can't give you a blue print for it, feel free to ask me if you stuck with something. 4. Find the "Apply Formattings" costume block, create an if condition in it for your formatting and code its function. If you did everything right, you should have your own formatting option. How to add your own font: 1. First you will need to drag all of your font's costumes into the Labels sprite. 2. You need to find the "C WIDTH" list and add the width of each costume to it (item x of list = width of costume with costume number x) 3. Find the "Text At () () ..." costume block and in it find the "switch costume to (letter (text i) of (text))" and modify it, for example if your new font's costumes are called "TimsesNewRoman-A" then you could do: "switch costume to (join (TimesNewRoman-) (letter (text i) of (text))" then you should be aeble to use your own fonts. Credits: Thanks to for the text costumes, could be found at: Thanks to for his amazing triangle filler tutorial, can't link because of scratch guidelines but look up his profile and you'll find it there. Thanks to for his amazing project Stamp Font Engine++ which was a big inspiration for this project, can be found at: (didn't borrow any scripts) I think that's all. Turpowarp is recommended but not necessary for small amounts of labels. Could be optimized a lot and still has many bugs but I really wanted to finaly realese a version, can't gurantee if it will ever get updated. Thanks if you read thgrou all of it, drop a _B)_ in the comments if you made it this far.