How to create advanced text engines in Scratch - Complete typewriter effect tutorial
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TextEngine_Developer
Posted on June 26, 2025 • Intermediate
⌨️ How to create professional text engines?
Hi everyone! I’m looking for help creating a text engine that displays text letter by letter, like a typewriter effect. I need something that can handle dialogue systems and text animations.
I want to create something like this progression:
Any help with creating a robust text engine system would be amazing! 📝
TextEngine_Master
Replied 8 minutes later • ⭐ Best Answer
Perfect question @TextEngine_Developer! Let me provide you with a comprehensive text engine system:
📝 Text Engine Architecture
Here’s how different text rendering approaches work:
⌨️ Basic Typewriter Text Engine
Let’s start with a fundamental letter-by-letter system:
// Basic Text Engine Setup when flag clicked set [Full Text v] to [Hello! Welcome to my game!] set [Display Text v] to [] set [Character Index v] to [1] set [Text Speed v] to [0.05] // Seconds between characters // Main text engine loop repeat until <(Character Index) > (length of (Full Text))> set [Current Character v] to (letter (Character Index) of (Full Text)) set [Display Text v] to (join (Display Text) (Current Character)) say (Display Text) // Add typing sound effect play sound [type v] until done wait (Text Speed) seconds change [Character Index v] by [1] end // Text complete broadcast [Text Complete v]
💬 Advanced Dialogue System
For games with multiple characters and dialogue trees:
// Advanced Dialogue Engine when flag clicked // Initialize dialogue system delete all of [Dialogue Lines v] add [Character 1: Hello there!] to [Dialogue Lines v] add [Character 2: Nice to meet you!] to [Dialogue Lines v] add [Character 1: How are you doing?] to [Dialogue Lines v] set [Current Line v] to [1] set [Dialogue Active v] to [true] repeat until <not <(Dialogue Active)>> display dialogue line (Current Line) wait until <key [space v] pressed?> change [Current Line v] by [1] if <(Current Line) > (length of [Dialogue Lines v])> then set [Dialogue Active v] to [false] end end // Custom block for displaying dialogue define display dialogue line (line number) set [Current Dialogue v] to (item (line number) of [Dialogue Lines v]) // Extract character name and text set [Colon Position v] to [1] repeat until <(letter (Colon Position) of (Current Dialogue)) = [:]> change [Colon Position v] by [1] end set [Character Name v] to (letters [1] to ((Colon Position) - [1]) of (Current Dialogue)) set [Dialogue Text v] to (letters ((Colon Position) + [2]) to (length of (Current Dialogue)) of (Current Dialogue)) // Display with typewriter effect typewriter effect (Dialogue Text)
🎨 Rich Text Engine with Formatting
Support for colors, speeds, and special effects:
// Rich Text Engine with Tags when flag clicked set [Rich Text v] to [Hello <color=red>world</color>! <speed=slow>This is slow text.</speed>] set [Display Text v] to [] set [Character Index v] to [1] set [Current Color v] to [black] set [Current Speed v] to [0.05] repeat until <(Character Index) > (length of (Rich Text))> set [Current Char v] to (letter (Character Index) of (Rich Text)) // Check for formatting tags if <(Current Char) = [<]> then process formatting tag else // Regular character display set [Display Text v] to (join (Display Text) (Current Char)) // Apply current formatting set pen color to (Current Color) say (Display Text) play sound [type v] wait (Current Speed) seconds end change [Character Index v] by [1] end // Custom block for processing tags define process formatting tag // Find end of tag set [Tag End v] to (Character Index) repeat until <(letter (Tag End) of (Rich Text)) = [>]> change [Tag End v] by [1] end // Extract tag content set [Tag Content v] to (letters ((Character Index) + [1]) to ((Tag End) - [1]) of (Rich Text)) // Process different tag types if <(Tag Content) contains [color=]> then set [Current Color v] to (letters [7] to (length of (Tag Content)) of (Tag Content)) end if <(Tag Content) contains [speed=]> then if <(Tag Content) contains [slow]> then set [Current Speed v] to [0.1] else if <(Tag Content) contains [fast]> then set [Current Speed v] to [0.02] end end end // Skip to after the tag set [Character Index v] to (Tag End)
🎮 Interactive Text Engine
Add user controls and interactive elements:
// Interactive Text Engine when flag clicked set [Text Queue v] to [] add [Welcome to the adventure!] to [Text Queue v] add [What would you like to do?] to [Text Queue v] add [1. Explore the forest] to [Text Queue v] add [2. Visit the town] to [Text Queue v] set [Current Message v] to [1] set [Text Paused v] to [false] set [Skip Mode v] to [false] repeat until <(Current Message) > (length of [Text Queue v])> display text with controls (item (Current Message) of [Text Queue v]) wait until <key [space v] pressed?> change [Current Message v] by [1] end // Enhanced display with user controls define display text with controls (text) set [Display Text v] to [] set [Character Index v] to [1] repeat until <(Character Index) > (length of (text))> // Check for user input if <key [space v] pressed?> then if <(Skip Mode) = [false]> then set [Text Paused v] to [true] wait until <not <key [space v] pressed?>> set [Text Paused v] to [false] else // Skip to end set [Display Text v] to (text) say (Display Text) stop [this script v] end end if <key [s v] pressed?> then set [Skip Mode v] to [true] end if <not <(Text Paused)>> then set [Current Character v] to (letter (Character Index) of (text)) set [Display Text v] to (join (Display Text) (Current Character)) say (Display Text) // Variable speed based on punctuation if <<(Current Character) = [.]> or <(Current Character) = [!]>> then wait [0.3] seconds // Longer pause for sentences else if <(Current Character) = [,]> then wait [0.15] seconds // Medium pause for commas else wait [0.05] seconds // Normal character speed end end change [Character Index v] by [1] end end
🔊 Text Engine with Audio
Add voice synthesis and sound effects:
// Audio-Enhanced Text Engine when flag clicked // Setup audio profiles for different characters set [Character Voice v] to [narrator] set [Voice Pitch v] to [0] // Normal pitch set [Voice Speed v] to [1] // Normal speed define setup character voice (character name) if <(character name) = [hero]> then set [Voice Pitch v] to [10] // Higher pitch set [Voice Speed v] to [1.2] // Faster speech else if <(character name) = [villain]> then set [Voice Pitch v] to [-15] // Lower pitch set [Voice Speed v] to [0.8] // Slower speech else set [Voice Pitch v] to [0] // Normal set [Voice Speed v] to [1] end end // Text-to-speech integration define speak text (text) set [TTS Text v] to (text) // Use text-to-speech extension if available speak (TTS Text) with voice (Character Voice) pitch (Voice Pitch) speed (Voice Speed) // Typewriter with audio define typewriter with audio (text) setup character voice (Character Name) speak text (text) // Start speaking // Display text letter by letter while audio plays set [Display Text v] to [] set [Character Index v] to [1] repeat until <(Character Index) > (length of (text))> set [Current Character v] to (letter (Character Index) of (text)) set [Display Text v] to (join (Display Text) (Current Character)) say (Display Text) // Sync with speech timing wait ((0.05) * (Voice Speed)) seconds change [Character Index v] by [1] end
📱 Mobile-Friendly Text Engine
Optimize for touch devices and different screen sizes:
// Responsive Text Engine when flag clicked // Detect screen size and adjust if <(screen width) < [400]> then set [Text Size v] to [small] set [Max Line Length v] to [25] else set [Text Size v] to [normal] set [Max Line Length v] to [40] end define display responsive text (text) // Word wrap for different screen sizes set [Words v] to [] split text into words (text) set [Current Line v] to [] set [Line Length v] to [0] set [Line Number v] to [1] for each [word v] in [Words v] if <((Line Length) + (length of (word))) > (Max Line Length)> then // Start new line display line (Current Line) at y ((Line Number) * [-30]) set [Current Line v] to (word) set [Line Length v] to (length of (word)) change [Line Number v] by [1] else // Add to current line set [Current Line v] to (join (join (Current Line) [ ]) (word)) change [Line Length v] by ((length of (word)) + [1]) end end // Display final line if <(length of (Current Line)) > [0]> then display line (Current Line) at y ((Line Number) * [-30]) end
💡 Pro Tips for Text Engines
- Performance: Use efficient string operations and avoid unnecessary loops
- Accessibility: Provide options to skip animations and adjust speed
- Localization: Design your system to handle different languages
- Testing: Test with various text lengths and special characters
- User Experience: Add visual cues for when text is complete
- Memory Management: Clear old text data to prevent lag
This comprehensive text engine system will handle any dialogue or text display needs in your projects! Let me know if you need help with specific features! 📝
UI_Design_Expert
Replied 30 minutes later
@TextEngine_Master Fantastic comprehensive guide! I’d like to add some visual enhancement tips:
🎨 Visual Polish for Text Engines:
// Add visual effects to text display define add text effects // Cursor blinking effect if <((timer) mod [1]) < [0.5]> then set [Cursor Visible v] to [true] else set [Cursor Visible v] to [false] end // Text box styling set pen color to [#333333] set pen size to [3] draw rectangle at x: [-200] y: [-100] width: [400] height: [80] // Character highlighting if <(Character Index) <= (length of (Display Text))> then set pen color to [#ffff00] // Yellow highlight // Highlight current character position end
These visual enhancements make text engines much more professional! 🌟
TextEngine_Developer
Replied 1 hour later
@TextEngine_Master @UI_Design_Expert This is absolutely incredible! 🤩
I implemented the basic typewriter system and it works perfectly! The character-by-character reveal looks exactly like what I was hoping for. The advanced dialogue system will be perfect for my RPG project.
Thank you both for such detailed explanations - this thread is now my go-to reference for text engines! 📚
Vibelf_Community
Pinned Message • Moderator
📝 Master Advanced UI and Text Systems
Excellent discussion on text engines! For developers creating sophisticated user interfaces and dialogue systems, our community provides expert guidance on:
- ⌨️ Advanced text rendering techniques
- 💬 Complex dialogue tree systems
- 🎨 UI design and user experience
- 📱 Cross-platform compatibility
📚 Related Topics
- Building interactive dialogue systems
- Advanced UI animation techniques
- Text localization and accessibility
Ready to create professional-quality text systems and user interfaces? Get expert guidance from our UI/UX specialists in the Vibelf app!