How to Make Text Look Like it's Being "Typed" in

Hello there! Welcome to my first post!
Have you ever made a cutscene that looks bland and boring?
Here’s a guide to perfect your cutscenes!

Step 1: The triggers, counter, and property.

Place down 2 triggers.


Set one trigger to have a delay of zero seconds, and the other to have a delay of 0.01 seconds, or at whatever speed you want. (0.01 seconds if really, really fast!)
Add a wire from the 0.01 second delay trigger. Wire it to trigger the 0 second delay trigger when it is triggered. And repeat vice-versa, make a wire 0 second delay-trigger trigger the 0.01 second delay trigger when triggered.


On the 0.01 second trigger, make the channel when triggered to broadcast a channel "count_1"e.g.

And, of course I didn’t forget the lifecycle! Make a lifecycle that will trigger the 0.01 second trigger on game
start. Make the 0.01 second delay-trigger trigger on game start.

Great work so far! Now let’s add the counter!
Make a counter count on the 0.01 second trigger’s channel.

Great! Now make the counter update a property, and we’ll make that property number property!!! Name the property of your choice.

And, of course, make the property!

As you can see, I added a channel for when the property value changes called “type_text”. That is essential. You will need that channel so you can move on to Step 2!

Step 2: The properties, block code, and camera point.

Make a camera point in the location of your cutscene, and add the text that will be “typed” in.


Make your camera point activate when your cutscene starts.
Now make a property that is just the text you want to be “typed” in. Make it a text property. :face_with_raised_eyebrow:
Now, time for the blocks!
Add a block for the channel when the property updates.

Now, open the block code. This is the code I have:

(the variables are not essential, but they are just a guide so you know what property is what.)
Great! You have finished! Hope you guys enjoyed!

"Step 3: Multiple lines (Optional")

If you would like to add multiple lines to type in non-simultaneously, you just need to copy the block code from Step 2. Of course, make a new property of text to type in.
Just put all of the block code in an if statement, "if property_1(replace this with a variable) > [ how many characters the previous lines were ] " And then, make a variable for the property minus [ how many characters the previous lines were ] This may be confusing at first.

It should look like this:
Should look like this (I have my counter make the text loop)

Hope this helps you with your cutscenes!

There’s one other guide like this: “Text Animations”

That’s all for now! :smiley:

6 Likes

I have seen other guides like this, but this is the most memory and block-code memory effiencient.

Dang! Rating time!

originality: 10/10 very unique

quality: 8/10 add an explanation

difficulty: 7/10

Overall: 8.3/10

2 Likes

I myself have seen a guide like this so I’d say 9 out of ten.
it was by '83

Wow this is actually really nice for your first guide. You know what you’re talking about, you had good explanations, you included pictures, the organization is great, and you even … added a gif! I would call this a model guide

Hmm, I haven’t seen any guide where the text appears to be typed in, if you know of any make sure to link them in your guide.


I look forward to your future contributes! :+1:

1 Like

Oh, you did? I didn’t know, thanks for telling me! :blush:

I can name one ive seen like this, that being this

but honestly this is a really good guide, although I’d like if @Qu8ck_Qu8ck would add a few things

  • some humor, I like some gags in my guides
  • cant go wrong with a good ol difficulty poll at the end
  • I’d like if the conclusion was a bit longer, but that might be just me
  • an explanation on why this works, most people only focus on adding the how it works not the why
    other than that, I’d say this is a pretty good first guide
1 Like
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And this

Thanks for the feedback, everyone!

Great first guide! I don’t have a rating for this yet though.

1 Like