To change font of Game.Msg() function choose any font in Project Manager in System Font field of the Game Settings grid.
You can also use Game.LOG() function to print smth to the debug log and log file.
Or you can write your own message functionality, for example, based on Window object and Static control subobject.
Here is the example of very simple realization of it.
Create window named "Message" with Width=1024, Height=50. X and Y = that coordinates of the screen as you need to display the message.
In this window create static control named "Text" with such width/height parameters as the window. X and Y = 0. Choose any font you liked.
Attach to this window such script:
#include "scripts\base.inc"
method Print (var m)
{
Sleep(5000);
// Time to display the message text.
Visible =
false;
// Hiding the message}
place this code somewhere in game.script file:
global Message =
Game.
LoadWindow(PathToWindow
);
// A path to created "Message" window
Anywhere when you need to use message logging use this code:
global Message;
Message.Print(Something);
This functionality shows only one string at one time and may be issues when you try to display next string if current string is still displayed. To fix this issues needs to make some improvements, and you can make them on your own.