Author Topic: Level Tester Needed, can be PC/iOS  (Read 1545 times)

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Tomfloria

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Level Tester Needed, can be PC/iOS
« on: May 18, 2012, 04:52:54 PM »
Testing over.
« Last Edit: May 28, 2012, 01:35:38 PM by Tomfloria »

Lost Seedling

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Re: Level Tester Needed, can be PC/iOS
« Reply #1 on: May 20, 2012, 05:55:10 AM »
Go ahead Pilchard, I'm waiting for it!

Pilchard123

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Re: Level Tester Needed, can be PC/iOS
« Reply #2 on: May 20, 2012, 09:13:12 AM »
-_- I know I've said I'd test a few of your maps but then didn't. I'm sorry. I've just had piles of college and uni stuff all coming at once, and to add even more fun to the mix, I have a few million exams for the next few weeks.

Alternatively, if that wasn't a dig at my map-testing failures, what was it?

Tomfloria

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Re: Level Tester Needed, can be PC/iOS
« Reply #3 on: May 20, 2012, 09:55:23 AM »
I'm confused? Haha

Regarding what you said about being busy, don't worry, I'm in no rush, got another 13 levels to create before a full release :)
« Last Edit: May 20, 2012, 09:59:16 AM by Tomfloria »

Lost Seedling

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Re: Level Tester Needed, can be PC/iOS
« Reply #4 on: May 20, 2012, 10:02:14 AM »
I need someone to Beta-test a new map who is willing to provide more feedback than - "I won" or "nice map". ..

I won, nice map. :P


Tomfloria

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Re: Level Tester Needed, can be PC/iOS
« Reply #5 on: May 20, 2012, 01:15:05 PM »
Oh I see now :D

annikk.exe

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Re: Level Tester Needed, can be PC/iOS
« Reply #6 on: May 20, 2012, 01:23:23 PM »
Quote
Do NOT give me feedback if:

    You have not played this level at least 10 times
    You have not tried many different strategies to fight the seedlings
    You havn't played the level, Duh.
    You don't understand how to explain yourself


This is what i'd see as great feedback for me.


You have got this all wrong dude.
You need to be willing to accept any feedback from anyone.  Maybe you imagine hordes of people will now descend and download and play the map, and you'll be able to cherrypick the best reviewers.

It won't work like that.
You might be lucky to get 2-3 people who play it once, and tell you what they think.  This isn't just because you're a new coder, it's the same for everyone including me.
If someone wants to play your level once, but can't be bothered playing it 10 times, do you really just want to ignore what they think?


The best way to get great feedback is to post up "here is my map, please tell me what you think".

You can include a few details about the map and screenshots as well, that will always help.

Finally, it's best to attach the level file to your post so it can be downloaded.  That way it involves the minimum effort on the part of the tester to actually check it out.


Don't mean to burst your beta testing bubble, just some friendly advice.. :>

Tomfloria

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Re: Level Tester Needed, can be PC/iOS
« Reply #7 on: May 20, 2012, 01:30:33 PM »
Everyone has to learn, even if it's the creator, thanks for the suggestions, changed my hard ass to something else :)

Bonobo

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Re: Level Tester Needed, can be PC/iOS
« Reply #8 on: May 20, 2012, 02:13:44 PM »
Currently I don’t have the time to test anything, sorry, but just wanted to note how much I appreciate the way you folks communicate and teach and learn.

Folks, you’re great!
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Tomfloria

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Re: Level Tester Needed, can be PC/iOS
« Reply #9 on: May 20, 2012, 02:21:26 PM »
Currently I don’t have the time to test anything, sorry, but just wanted to note how much I appreciate the way you folks communicate and teach and learn.

Folks, you’re great!

It's what makes a good community :D

Tomfloria

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Re: Level Tester Needed, can be PC/iOS
« Reply #10 on: May 20, 2012, 08:14:12 PM »
updated to 2.0

Lost Seedling

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Re: Level Tester Needed, can be PC/iOS
« Reply #11 on: May 20, 2012, 08:42:57 PM »
I'd be happy to test your Level 7 on my PC and provide some feedback but I'm puzzled by something. Since the globals determine the behavior of the seedlings and so many aspects of the game-play, how can I meaningfully test it by substituting my own global values from a "current level already made"?

Unfortunately, you apparently are pretty much alone at the moment in your exploration of iOS adaptation and modification. The PC community is somewhat limited right now in it's ability to support your efforts as you're finding out. Personally, since I have no plans or hope of playing Eufloria on a platform other than my PC, my interest in your efforts ultimately rest in the desire to see them realized as a Windows version I can play with. Maybe when the new PC version is released and can be analyzed things will be easier to translate from one OS to the other. Until that time, it will be difficult to help you out with "testing". As for the more technical details of the programming, although it makes for fascinating reading, I'll leave that up to the experts. As far as play-testing goes, I'll help anyway I can.

So I could modify your level sufficiently to make it playable on my PC, but would that really be a worthwhile test? Or am I misinterpreting something? 

Tomfloria

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Re: Level Tester Needed, can be PC/iOS
« Reply #12 on: May 20, 2012, 08:52:41 PM »
Well you see Globals are done differently by iOS and PC

This is my Globals that I have...

Code: [Select]
    Globals():Get("Asteroids"):Set("RadiusPowerRule",4)
Globals():Get("Asteroids"):Set("SizeFromEnergy",530)
Globals():Get("Asteroids"):Set("SizeFromStrength",530)
Globals():Get("Asteroids"):Set("SizeFromSpeed",540)
Globals():Get("Asteroids"):Set("MinCoreHealth",75)
Globals():Get("Asteroids"):Set("MaxCoreHealth",350)
Globals():Get("Asteroids"):Set("CoreHealthPowerRule",2.5)
    Globals():Get("Asteroids"):Set("MinSendDistance",3500)
    Globals():Get("Asteroids"):Set("MaxSendDistance",5500)
    Globals():Get("Asteroids"):Set("SendPowerRule",2.0)
Globals():Get("Asteroids"):Set("SpawnCap", 40)

Globals():Get("Structures"):Set("LevelDuration1",15)
Globals():Get("Structures"):Set("LevelDuration2",30)
Globals():Get("Structures"):Set("LevelDuration3",60)
Globals():Get("Structures"):Set("LevelDuration4",100)
Globals():Get("Structures"):Set("SpawnTime1",15)
Globals():Get("Structures"):Set("SpawnTime2",12)
Globals():Get("Structures"):Set("SpawnTime3",10)
Globals():Get("Structures"):Set("SpawnTime4",8)

Globals():Get("Flowers"):Set("Available",1)

Globals():Get("Game"):Set("EnemyFactionsMin",0)
Globals():Get("Game"):Set("EnemyFactionsMax",1)
Globals():Get("Game"):Set("MinAsteroidSeparation",1500)
Globals():Get("Game"):Set("MaxAsteroidNeighbourDist",6000)
Globals():Get("Game"):Set("GreysProbability",0)

But I would't know how to make them into PC Globals, if some globals are missing, then the ones missing are automatically placed in by a support file which holds all documents which are here...

Code: [Select]
Globals():Get("Agents"):Set("MaxSpeed", 750)
Globals():Get("Agents"):Set("MinSpeed", 160)
Globals():Get("Agents"):Set("DeadSlowSpeed", 50)
Globals():Get("Agents"):Set("SpeedPowerRule",  4)
Globals():Get("Agents"):Set("CheckForEnemiesTimer",  0.5)
Globals():Get("Agents"):Set("CheckForTreesTimer",  0.5)
Globals():Get("Agents"):Set("CheckForMinesTimer",  0.5)
Globals():Get("Agents"):Set("AttackRepeatTime",  0.5)
Globals():Get("Agents"):Set("MinDamage",  0.8)
Globals():Get("Agents"):Set("MaxDamage",  1.3)
Globals():Get("Agents"):Set("DamagePowerRule",  1.2)
Globals():Get("Agents"):Set("DamageMultiplierPlayer",  1.0)
Globals():Get("Agents"):Set("DamageMultiplierEnemies", 1.0)
Globals():Get("Agents"):Set("MinAltitude",  100)
Globals():Get("Agents"):Set("MaxAltitude",  200)
Globals():Get("Agents"):Set("AttackDistance",  125)
Globals():Get("Agents"):Set("AttackSoundVolume",  1)
Globals():Get("Agents"):Set("MinHealth",  8)
Globals():Get("Agents"):Set("MaxHealth",  135)
Globals():Get("Agents"):Set("EnergyHealthPowerRule",  4)
Globals():Get("Agents"):Set("RegenRate",  0.08)
Globals():Get("Agents"):Set("NoseLengthMin",  1)
Globals():Get("Agents"):Set("NoseLengthMax",  25)
Globals():Get("Agents"):Set("TurnRate",  1)
Globals():Get("Agents"):Set("AttackTravellerMultiplier",  10)
Globals():Get("Agents"):Set("AttackDistanceSuper",  450)
Globals():Get("Agents"):Set("AttackRepeatTimeSuper",  0.25)
Globals():Get("Agents"):Set("RegenRateSuper",  0.15)
Globals():Get("Agents"):Set("MaxSpeedSuper",  650)
Globals():Get("Agents"):Set("MinSpeedSuper",  120)
Globals():Get("Agents"):Set("DeadSlowSpeedSuper", 90)
Globals():Get("Agents"):Set("MinHealthSuper",  20)
Globals():Get("Agents"):Set("MaxHealthSuper",  200)
Globals():Get("Agents"):Set("MaxDamageSuper",  6.0)
Globals():Get("Agents"):Set("MinDamageSuper",  4.0)
Globals():Get("Agents"):Set("TurnRateSuper",  3)
Globals():Get("Agents"):Set("SendThresholdEnergy",  0.65)
Globals():Get("Agents"):Set("SendThresholdSpeed",  0.65)
Globals():Get("Agents"):Set("SendThresholdStrength",  0.65)
Globals():Get("Agents"):Set("ShootHealingLasers",  0)
Globals():Get("Agents"):Set("MinHeal",  0)
Globals():Get("Agents"):Set("MaxHeal",  0)
Globals():Get("Agents"):Set("HealPowerRule",  0)
Globals():Get("Agents"):Set("MinHealSuper",  0.2)
Globals():Get("Agents"):Set("MaxHealSuper",  0.3)

Globals():Get("Asteroids"):Set("MaxVolume", 0.6)
Globals():Get("Asteroids"):Set("ConquerVolume", 0.5)
Globals():Get("Asteroids"):Set("MaxTrees", 4)
Globals():Get("Asteroids"):Set("MinRadius", 100)
Globals():Get("Asteroids"):Set("MaxRadius", 470)
Globals():Get("Asteroids"):Set("RadiusPowerRule", 1.3)
Globals():Get("Asteroids"):Set("SizeFromEnergy", 140)
Globals():Get("Asteroids"):Set("SizeFromStrength", 110)
Globals():Get("Asteroids"):Set("SizeFromSpeed", 110)
Globals():Get("Asteroids"):Set("AttributeMinimum", 0.1)
Globals():Get("Asteroids"):Set("AttributeDivisions", 100)
Globals():Get("Asteroids"):Set("SendVolume", 0.6)
Globals():Get("Asteroids"):Set("AsteroidSelectRadius", 400)
Globals():Get("Asteroids"):Set("MinSendDistance", 2200)
Globals():Get("Asteroids"):Set("MaxSendDistance", 5000)
Globals():Get("Asteroids"):Set("SendPowerRule", 2)
Globals():Get("Asteroids"):Set("MinCoreHealth", 40)
Globals():Get("Asteroids"):Set("MaxCoreHealth", 300)
Globals():Get("Asteroids"):Set("CoreHealthPowerRule", 2.5)
Globals():Get("Asteroids"):Set("SeedlingCap", 500)
Globals():Get("Asteroids"):Set("SpawnCap", 40)

Globals():Get("AI"):Set("MinDecisionTime", 5)
Globals():Get("AI"):Set("MaxDecisionTime", 15)
Globals():Get("AI"):Set("GraceTimer", 10)
Globals():Get("AI"):Set("MinScoutTime", 2)
Globals():Get("AI"):Set("MaxScoutTime", 5)
Globals():Get("AI"):Set("MinScoutableArmy", 2)
Globals():Get("AI"):Set("MinBattleAnalysisTime", 1)
Globals():Get("AI"):Set("MaxBattleAnalysisTime", 2)
Globals():Get("AI"):Set("Cowardice", 0.1)
Globals():Get("AI"):Set("BattleSavvy", 0.5)
Globals():Get("AI"):Set("RecognisableThreatProportion", 0.3)
Globals():Get("AI"):Set("ReinforcementGreed", 0.65)
Globals():Get("AI"):Set("AidEnthusiasm", 1.3)
Globals():Get("AI"):Set("MinExpansionTime", 2)
Globals():Get("AI"):Set("MaxExpansionTime", 8)
Globals():Get("AI"):Set("MinExpansionForce", 20)
Globals():Get("AI"):Set("ExpandToValuableAsteroidChance", 0.7)
Globals():Get("AI"):Set("GreedyExpansion", 0.4)
Globals():Get("AI"):Set("ExpandBlind", 0.1)
Globals():Get("AI"):Set("MinAttackTime", 8)
Globals():Get("AI"):Set("MaxAttackTime", 20)
Globals():Get("AI"):Set("MinPlantTime", 2)
Globals():Get("AI"):Set("MaxPlantTime", 6)
Globals():Get("AI"):Set("MinFlowerTime", 2)
Globals():Get("AI"):Set("MaxFlowerTime", 4)
Globals():Get("AI"):Set("MinGatherTime", 8)
Globals():Get("AI"):Set("MaxGatherTime", 15)
Globals():Get("AI"):Set("MinTotalSeedlings", 11)
Globals():Get("AI"):Set("MinTotalAddPerAsteroid",  4)

Globals():Get("Structures"):Set("TreeCost", 10)
Globals():Get("Structures"):Set("MinHealth", 200)
Globals():Get("Structures"):Set("MaxHealth", 1000)
Globals():Get("Structures"):Set("HealthPowerRule", 2.5)
Globals():Get("Structures"):Set("FullAgeDamageMultiplier", 0.45)
Globals():Get("Structures"):Set("ZeroAgeDamageMultiplier", 1.3)
Globals():Get("Structures"):Set("DamageReductionPowerRule", 2.0)
Globals():Get("Structures"):Set("RegenRate", 2.7)
Globals():Get("Structures"):Set("LevelDuration1", 8)
Globals():Get("Structures"):Set("LevelDuration2", 40)
Globals():Get("Structures"):Set("LevelDuration3", 80)
Globals():Get("Structures"):Set("LevelDuration4", 180)
Globals():Get("Structures"):Set("SpawnTime1", 30)
Globals():Get("Structures"):Set("SpawnTime2", 30)
Globals():Get("Structures"):Set("SpawnTime3", 25)
Globals():Get("Structures"):Set("SpawnTime4", 20)
Globals():Get("Structures"):Set("SoundVolume", 0.3)
Globals():Get("Structures"):Set("MinSoundTime", 15)
Globals():Get("Structures"):Set("MaxSoundTime", 100)
Globals():Get("Structures"):Set("FlowerProbability", 0.3)
Globals():Get("Structures"):Set("RootSpeed", 80)
Globals():Get("Structures"):Set("StartThickness", 1.5)
Globals():Get("Structures"):Set("OnGrowthThickness", 0.5)
Globals():Get("Structures"):Set("DieOfOldAge", 0)
Globals():Get("Structures"):Set("OldAgeTimeLimit", 300)

Globals():Get("StructuresDefense"):Set("TreeCost", 10)
Globals():Get("StructuresDefense"):Set("MinHealth", 375)
Globals():Get("StructuresDefense"):Set("MaxHealth", 1200)
Globals():Get("StructuresDefense"):Set("HealthPowerRule", 1.7)
Globals():Get("StructuresDefense"):Set("FullAgeDamageMultiplier", 0.6)
Globals():Get("StructuresDefense"):Set("ZeroAgeDamageMultiplier", 1.2)
Globals():Get("StructuresDefense"):Set("DamageReductionPower", 2.2)
Globals():Get("StructuresDefense"):Set("RegenRate", 3)
Globals():Get("StructuresDefense"):Set("LevelDuration1", 10)
Globals():Get("StructuresDefense"):Set("LevelDuration2", 40)
Globals():Get("StructuresDefense"):Set("LevelDuration3", 90)
Globals():Get("StructuresDefense"):Set("LevelDuration4", 140)
Globals():Get("StructuresDefense"):Set("SpawnTime1", 20)
Globals():Get("StructuresDefense"):Set("SpawnTime2", 20)
Globals():Get("StructuresDefense"):Set("SpawnTime3", 12)
Globals():Get("StructuresDefense"):Set("SpawnTime4", 9)
Globals():Get("StructuresDefense"):Set("StartThickness", 2.8)
Globals():Get("StructuresDefense"):Set("OnGrowthThickness", 0.55)
Globals():Get("StructuresDefense"):Set("DieOfOldAge", 0)
Globals():Get("StructuresDefense"):Set("OldAgeTimeLimit", 280)

Globals():Get("BeaconPlants"):Set("TreeCost", 0)
Globals():Get("BeaconPlants"):Set("SeedSpeedMin", 160)
Globals():Get("BeaconPlants"):Set("SeedSpeedMax", 360)
Globals():Get("BeaconPlants"):Set("SeedSpeedTurnRate", 360)
Globals():Get("BeaconPlants"):Set("MaxVolume", 1.0)


Globals():Get("TerraformTrees"):Set("TreeCost", 10)
Globals():Get("TerraformTrees"):Set("NoSeedlingLimit", 0)
Globals():Get("TerraformTrees"):Set("FullBarPreventsTreeDeath", 0)

Globals():Get("Missiles"):Set("AmmoAvailable1", 3)
Globals():Get("Missiles"):Set("AmmoAvailable2", 3)
Globals():Get("Missiles"):Set("AmmoAvailable3", 4)
Globals():Get("Missiles"):Set("AmmoAvailable4", 4)
Globals():Get("Missiles"):Set("DamageMin", 10)
Globals():Get("Missiles"):Set("DamageMax", 25)
Globals():Get("Missiles"):Set("DamagePowerRule", 2.5)
Globals():Get("Missiles"):Set("RadiusMin", 50)
Globals():Get("Missiles"):Set("RadiusMax", 100)
Globals():Get("Missiles"):Set("RadiusPowerRule", 2.0)
Globals():Get("Missiles"):Set("MinSpeed", 250)
Globals():Get("Missiles"):Set("MaxSpeed", 850)
Globals():Get("Missiles"):Set("SpeedPowerRule", 1.5)
Globals():Get("Missiles"):Set("TriggerDistance", 60)
Globals():Get("Missiles"):Set("ReloadMin", 1)
Globals():Get("Missiles"):Set("ReloadMax", 4)
Globals():Get("Missiles"):Set("ReloadPowerRule", 1.5)
Globals():Get("Missiles"):Set("TurnRate", 1)
Globals():Get("Missiles"):Set("LaunchDuration", 1)
Globals():Get("Missiles"):Set("CheckTimer", 0.3)

Globals():Get("Flowers"):Set("GrowTime", 10)
Globals():Get("Flowers"):Set("MinSpeed", 140)
Globals():Get("Flowers"):Set("MaxSpeed", 650)
Globals():Get("Flowers"):Set("TurnRate", 1)
Globals():Get("Flowers"):Set("SpeedPowerRule", 1.2)
Globals():Get("Flowers"):Set("MinHealth", 20)
Globals():Get("Flowers"):Set("MaxHealth", 60)
Globals():Get("Flowers"):Set("HealthPowerRule", 1)
Globals():Get("Flowers"):Set("Available", 1)
Globals():Get("Flowers"):Set("MaxVolume", 0.6)

Globals():Get("Mines"):Set("GrowTime", 20)
Globals():Get("Mines"):Set("MinSpeed", 140)
Globals():Get("Mines"):Set("MaxSpeed", 380)
Globals():Get("Mines"):Set("TurnRate", 1)
Globals():Get("Mines"):Set("SpeedPowerRule", 3)
Globals():Get("Mines"):Set("MinHealth", 40)
Globals():Get("Mines"):Set("MaxHealth", 260)
Globals():Get("Mines"):Set("HealthPowerRule", 2.5)
Globals():Get("Mines"):Set("NumberOfLasers", 4)
Globals():Get("Mines"):Set("LaserPowerMin", 0.08)
Globals():Get("Mines"):Set("LaserPowerMax", 0.3)
Globals():Get("Mines"):Set("LaserPowerRule", 2.8)
Globals():Get("Mines"):Set("ExplosionPowerMin", 100)
Globals():Get("Mines"):Set("ExplosionPowerMax", 200)
Globals():Get("Mines"):Set("ExplosionPowerRule", 1.7)
Globals():Get("Mines"):Set("ExplosionRadiusMin", 150)
Globals():Get("Mines"):Set("ExplosionRadiusMax", 400)
Globals():Get("Mines"):Set("ExplosionRadiusPowerRule", 1.2)
Globals():Get("Mines"):Set("LaserRange", 300)

Globals():Get("Camera"):Set("ExtraView", 100)
Globals():Get("Camera"):Set("PushGutter", 0.2) -- proportion of screen to start the push
Globals():Get("Camera"):Set("MaxPushSpeed", 0.03) -- proportion of screen height to move per second

Globals():Get("Game"):Set("EnemyFactionsMin", 2)
Globals():Get("Game"):Set("EnemyFactionsMax", 12)
Globals():Get("Game"):Set("BeltRadius", 6000)
Globals():Get("Game"):Set("BeltWidth", 600)
Globals():Get("Game"):Set("Asteroids", 42)
Globals():Get("Game"):Set("MinAsteroidSeparation", 1200)
Globals():Get("Game"):Set("StartingSeedlings", 20)
Globals():Get("Game"):Set("StartingSeedlingsPlayer", 25)
Globals():Get("Game"):Set("MaxAsteroidNeighbourDist", 4000)
Globals():Get("Game"):Set("GreysProbability", 0.15)
Globals():Get("Game"):Set("GreysMin", 10)
Globals():Get("Game"):Set("GreysMax", 35)
Globals():Get("Game"):Set("TerraformRatio", 150)

-- Globals():Get("P"):Set("MusicVolume", 0.5)
-- Globals():Get("P"):Set("SoundEffectVolume", 1.0)
-- Globals():Get("P"):Set("AsteroidVolume", 0.4)
Globals():Get("P"):Set("Language", 0)
Globals():Get("P"):Set("ClassicSettings", 0)

Tomfloria

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Re: Level Tester Needed, can be PC/iOS
« Reply #13 on: May 20, 2012, 08:55:06 PM »
Annikk has found a way of intergrating PC and iOS together, but sometimes in my level it crashes it, and for PC users, having MessageBox after MessageBox popping up with get really annoying. And my levels aren't just random levels, there is a scripted storyline. Which would cause annoyance for PC users, unless there is some way to create text outside a messagebox on PC.

Pilchard123

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Re: Level Tester Needed, can be PC/iOS
« Reply #14 on: May 20, 2012, 08:59:59 PM »
Try DrawText()

I can't remember exactly how to use it, but I'm pretty sure you can pull it apart with some work and clever coding.