I’m sure the “text object” option is archaic, but this is so close to working it hurts. The object will accept any string I type in before the game runs, but if I feed it a sentence from another object, this happens: It prints up to four letters, and an error message. I even went so far to pack images in and out, as well as make a PNG copy. By the way, this is where I got my fonts:
Try using jbft.jar to create your fonts for Blender (bitmap). Though nowdays you should be using the text object but with its current state I will not blame you if you don’t (It improved a little on UPBGE). However rememer that you can only write english with the bitmap font, anything else won’t work.
I mean, what’s not found? What are these “extra characters”? As you can probably tell, I’m using a regular text object for this example, and not using a font sheet. If I don’t fix this, my only option for in-game dialogue is to write everything in one Python script and cue it up. Doesn’t sound like the worst thing, though.
On a side note, how do you even use a “text game property”, the one that says “see text object”? I don’t even know how to do that, other than with Python. It’s okay if it’s just Python, though.
Okay, I’ve decided that changing text with messages or property sensors doesn’t matter. Writing all the text changes in a single script is much more efficient than making a new actuator for each change. I can even do numbers by changing the “Text” property from a string to an integer, whether it’s a regular text object or a plane with a texture font. By the way, I learned texture fonts from this old website: