So, the last time I tried coding messages into my game, I had to queue text on both the top and bottom display, as well as the top and bottom HUD displays. (I have two displays, like on Whirlwind or Funhouse) This required me to double each message for both the real and HUD displays, as well as make sure both the top and bottom used the same times so that they stayed in sync. This just made it REALLY complicated to script, and I also had problems, where sometimes timing would be off and the top and bottom displays were out of sync, and whenever I earned more points the display reverted back to the score, even if the message wasn't finished yet. Here is what my code for the bonus looked like:
UpperDisplay.QueueText "MULTIPLIER", seScrollLeft, 5000
LowerDisplay.QueueText "2X", seBonusTrailIn, 1000LowerDisplay.QueueText "4X", seBonusTrailIn, 1000LowerDisplay.QueueText "6X", seBonusTrailIn, 1000LowerDisplay.QueueText "8X", seBonusTrailIn, 2000UpperDisplay.QueueText "Total Bonus", seScrollLeft, 3000LowerDisplay.QueueText FormatNumber (Bonus, 0, -1, 0, -1), seScrollLeft, 3000UpperDisplay.QueueText FormatNumber (nvScore1, 0, -1, 0, -1), seScrollLeft, 2000LowerDisplay.QueueText FormatNumber (Bonus, 0, -1, 0, -1), 2000UpperDisplayHud.QueueText "MULTIPLIER", seScrollLeft, 5000LowerDisplayHud.QueueText "2X", seBonusTrailIn, 1000LowerDisplayHud.QueueText "4X", seBonusTrailIn, 1000LowerDisplayHud.QueueText "6X", seBonusTrailIn, 1000LowerDisplayHud.QueueText "8X", seBonusTrailIn, 2000UpperDisplayHud.QueueText "Total Bonus", seScrollLeft, 3000LowerDisplayHud.QueueText FormatNumber (Bonus, 0, -1, 0, -1), seScrollLeft, 3000UpperDisplayHud.QueueText FormatNumber (nvScore1, 0, -1, 0, -1), seScrollLeft, 2000LowerDisplayHud.QueueText FormatNumber (Bonus, 0, -1, 0, -1), 2000
I was wondering if there were any easier methods, or some tips on how to do this better, like how to make the HUD display the exact same thing as the normal display without just having to code the exact same thing again just for the HUD.