I was trying to create RPG-styled dialogue class, like here:
Easiest solution I was thinking about:
local function sayPhrase(textfield_ID, phrase)
for i=1, #phrase do
Core.asyncCall(sayPhrase, eng_textfield, "Hi there! My name is Alice!")
But for some reason non-english characters rendering is extremely slow, textfield is blinking when we use simple "setText" method:https://media.giphy.com/media/uVgrXuDnBtzMDzijqc/giphy.gif
gproj with replicated issue:https://www.dropbox.com/s/wvvrxr655akpse5/test_FontRendering.zip?dl=0
(I've tested both Font.new, TTFont.new, and different system fonts;
with Core.asyncCall and with Timers
in both desktop&mobile players, and in exported apk)
I've already asked about RPG-styled dialogues before, @antix
had another solution, using Rendertarget
But this method doesn't work for non-english characters.
I'm thinking about covering text with Pixel, then gradually decrease Pixel's width from left to right so characters will be gradually uncovered.
How would you solve it?