Word wrap in Preview!

Would you like this feature?

  • Yes

    Votes: 45 77.6%
  • No

    Votes: 2 3.4%
  • Yes but not important

    Votes: 11 19.0%

  • Total voters
    58

Soulnet

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Description of the Feature:
  • When using a word wrap through a plugin I would like it to display in the preview window.
upload_2017-4-10_15-23-34.png
  • Or, word wrapping to be included as standard so it would fix the issue by default.

Code for Implementation:

Would be nice if word wrapping was a default RPG Maker option.

Mockups:

So this;
upload_2017-4-10_15-25-22.png

upload_2017-4-10_15-25-35.png

Becomes this;
upload_2017-4-10_15-25-22.png
upload_2017-4-10_15-26-27.png

Why is this feature good?
  • No more second guessing if text will fit, or if it cuts of and becomes two text messages.
Possible issues with this feature?
  • Plugins. Although it wouldn't be as much of an issue if better text options were part of the base.
 

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ashikai

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I like it, but I'd rather not have the line continuously stretch out to the right. I'd rather see the input box set a proper word-wrap boundary and then stack vertically in the editor (like a normal text-area on a webform). The preview I'm totally on board with, it just seems like the two parts go hand in hand.
 

mogwai

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I think word wrap is a plugin so the preview is WYSIWYG. I wouldn't like word wrap, because I'm coming up with huge xHTML message parameters in a thing.
 

RetroBoy

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I agree. Whenever inputting data into a description box you should be able to click a button and have a pop-up appear that displays what it would look like in the game in real time. It would speed up putting in dialog and skill descriptions dramatically. Having to pop back and forth to "make sure" might seem like 10-30 seconds, but you do it hundreds of times and it starts to get frustrating.
 

Shaz

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He's not asking for a new word wrap plugin. He's asking for plugins to be allowed to affect the editor - in this case, if you have a plugin that's going to word wrap a message box, when you use the Preview button in the Show Text command, he wants the plugin to be active on that preview.
 

Allerka

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I would absolutely love this, along with accommodating any kind of font changes. It is a HUGE time sink to go in-game and back out over and over and over and over and over to make sure every single box of dialogue is lined up properly. A live preview would be immensely helpful.
 

Ksi

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So basically live preview based on what you have that affects the messages (plugins, font changes, etc).

Yes please!
 

Rhino

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I'm not so interested in just word wrapping support but I would love love LOVE an update that would show plugins and fonts! (Even better if it could also adjust if you've changed the message window size, but that's not a priority.) I don't even bother using the preview window since I know it's not going to look anything like my game.
You can test the text without playtesting the entire game, but my computer is so slow I might as well start a playtest.. (and some plugins I'm using conflict with the test so I can't view some parts of the game anyway.)
I just think it would save so much time if I can test the text with the editor, instead of having to playtest the game, find the text, find the text in the editor, fix the text, retest the game to see if it works better now.. It takes so long... :kaosigh:
At the very least.. font support.. pleasee! I'm using multiple fonts and they all have different widths, so it's quite a pain. (The things we do for the love of a game xD)
 

RyanBram

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I think the editor can add another tick box with option "Wrap message".
So anyone can choose between enabling or disabling Word Wrap feature.

It means there should be a change in default engine to accommodate Word Wrap as optional standard feature.
 

SimProse

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I like this suggestion. There should be an easy way to see exactly what a text box will look like at runtime. Word wrap should be built-in.
 

2d_quest

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Definitely wish RPG Maker MV would do this. Even with the word wrap plugins, if the editor and preview cuts off the dialog it makes visualizing what you're doing difficult, and editing it involve copying into a external text editor every time you want to change things, and you still can't see what it will look like until you run the game. Since they probably won't do the last 2 without doing the first one, they should do all three. This might require showing a break symbol next to a line you have broken yourself by pressing enter (I mean in the text editor not the preview that shows you what it would look like in game). If it's possible to have a plugin affect the editor maybe that could work, but adding it all natively would be much better.
 
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2d_quest

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Yanfly's plugin has a word wrap option, I don't think another is really necessary.
If you don't manually linebreak the text you can't read it in the editor or dialog preview to see what you're doing. If the plugin could change it so both these were word wrapped as well as in game then there wouldn't be much of a reason to add word wrapping.

Edit: Sorry pardon the double post it was practically yesterday. Didn't realize no one had posted since then.
 
Last edited:

Captain_Nevi

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Vote up. This would be much better than the very inefficient yanfly wordwrap, which requires you to go into the game and check it each time you change it, which is hard since you can't be sure the wordwrap is perfect. It gets especially hard when you make a high resolution window.
 

Shaz

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Can't you do an Event Test? Put that command right at the top of the event and you don't have to play the game anymore.
 

Switz

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One of the very first plugins we all searched out because we ran I to this problem.

Yes, needs to be made default for RPGM
 

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