Kode wheel segment Appearance/Display
Style Specialised
Modifiers opacity / priority / scale / width / height / above / at world position / at screen position / without 3D scaling / screen location (multiple) / HUD justification(multiple) / HUD stacking (multiple) / Text alignment (multiple) / HUD size / Font
Primarily WHEN/DO DO
Pre-made brains that use it Unknown

Appearance >Display> Display


This tile is for displaying text or images in the display layer at a screen position or world position. It requires a text variable,number variable,prop or icon to work. The limit for display items is currently 128.

Image display

You can select an image from the Objects/gallery picker (any sub menu) or IWP. The image displayed will not represent the appearance of the prop in your game, but the standard image that you see in the gallery. User created assemblies will use the screenshot that is saved with it. Glued assemblies will show the Glued assembly icon. Objects chosen with IWP with attachments will only show the image of the object you have selected.

There are limited options for displaying images on the display layer. You can color them by adding a Values/Color to your line. Some prop icons work better than others . Black is a good option for creating silhouettes to use as backgrounds to counters. You can also resize using scale, width and height modifiers.

There is no rotate function, however

Use -1 on height, and the icon will mirror on the vertical plane (flip upside down) Use -1 on width, and the icon will mirror on the horizontal plane (flip left) Use -1 on scale and the icon will mirror on both planes (flip left and upside down)

Text display

To display text you need a text variable (blue tile) which has a text string (red tile) associated with it, or just a text string.Text using the display tile does not word wrap, and you have a limit of ??? characters.

Text size can be altered using the font size modifier

WHEN DO [display][text:Hello World][x-large font][screen center]

or creating the text string


and placing it before the text string you want to change.

WHEN DO [display][<size:40>][text: Hello World][screen center]

The comparisons are: largest text available (not a tile option) <size:62> x-large font = <size:28> large font = <size:22> medium font = <size:16> small font = <size:10> (do not recommend text this size or smaller – very hard to read)

You can also change the style of text using strings

<style:bold> <style:italic>

Text color can be altered using Values/Color, and you can combine it with a font size

WHEN DO [display][<size:40>][<style:bold>][text: Hello World][orange][screen center]

The order of the elements in this kode line are not fixed. You can specify the text before the position, or after.



Example Code:

WHEN DO [display][text: Welcome to my game][at screen position][screen center]

WHEN DO [display][health][above]

WHEN DO [display][stone sword][at screen position][vectorvar:sword]




opacity: Paired with a number from 0 to 1 (i.e. 0.5) this controls the transparency of the display object or text

priority: Paired with a number this determines the layering order of text or images when placed in the same position. The higher the number the higher it appears in the stack. Text will always show above images, regardless of priority, so this tile only works with one sort of display item (either text or image).

scale: Paired with a number.This will increase the size of the image in multiples (2 is twice the size). It does not affect text.

width: Paired with a number. This determines the width of the image being displayed. It will stretch the image to fit the width required.It does not affect text.

height: Paired with a number. This determines the height of the image displayed. It will strectch the image to fit the height required. It does not affect text.

above: This will display the image or text above the object specified. It will remain with any object if they move. Most commonly used for displaying health points or meters.

enable hover state: EXPLANATION REQUIRED

text box gallery: This opens up a gallery of message box designs. The tile is replaced with your choice of style. This will make it look the same as a [say] message.

Modifier: flip frame: This flips the “tail” on the message box so that is matches the position of the person speaking

World Fixed Camera Editor/World Boom Camera Editor: EXPLANATION REQUIRED


Positioning Sub Menu

at world position: Paired with a vector or a IWP object. This will display text or images at the screen position that the object or vector in the world appears to be. It has no depth. Characters or objects that move between the text and the camera will not obscure the text.

at screen position: Paired with a vector variable. The screen vector requires an x and y coordinate between -1 and 1. Zero is the center of the screen for both the y (vertical) and x (horizontal) axis (and is the default if not set).

WHEN DO [vectorvar:sword][x][=][0.5]

WHEN DO [vectorvar:sword][y][=][-0.8]

WHEN DO [display][sword][at screen position][vectorvar:sword]

without 3D scaling: When you place an image at a world position the image will appear to get smaller as you walk away from it, following the rules of perspective. This modifier turns that off, so the image is always the same size. Will appear to move out of the way when a player gets close to it. Does not affect text.


Screen Location

You can choose to place your display elements at your own custom position using vectors, or use the pre-made positions in Screen Location. The options are:

screen top center / screen top right / screen center / screen bottom right / screen bottom center / screen bottom left / screen top left / screen center left / screen center right


HUD justification

The HUD is the area of display. Each fixed area of screen position (such as screen center, screen top left) has a height and width that is 1 third of the screen height and width. If you choose screen center, for example, the HUD appears exactly center of the screen. Elements justified to the bottom of this area will appear at the bottom, and so on. As a default (no justification chosen) they will justify to the center.

HUD justify bottom / HUD justify center / HUD justify left / HUD justify right / HUD justify top


HUD stacking

When using a screen position on more than one line of kode

WHEN DO [display][text:text 1][screen top left]

WHEN DO [display][text:text 2][screen top left]

WHEN DO [display][text:text 3][screen top left]

The elements will stack. The default will stack these as HUD stack down, so it displays as

text 1

text 2

text 3

If you use HUD stack up on all three of these lines it will display like this

text 3

text 2

text 1

If you use HUD stack left on all three it will display like this


HUD stack right


If you choose no HUD stack the text will appear on top of each other, layered in the order of the lines (text 3 on the top). This is useful if you want to display more than one image on top of each other, like a background shape with an icon on top (it is not very useful for text).


Text Alignment

text align left / text align middle / text align right

I couldn’t get this to work. 3 lines each with a different text alignment tile appeared exactly the same.


HUD size

This changes the size of all images within the HUD. to one of three sizes It does not affect text size.

Choices are small HUD / medium HUD / large HUD


Font size

This changes the size of all text or numbers on that kode line to a choice of 4 fixed sizes. It also affects images if a plus sign is used.

Choices are: small font / medium font / large font / x-large font


Speech lines

speech bubble offset: Does not work as expected.EXPLANATION NEEDED

speech max lines: Sets a limit to the number of lines displayed. Paired with a number

speech max width: Specifies the width of the speech bubble by amount of characters. Paired with a number

speech min lines: Sets a starting limit for number of lines displayed. Paired with a number.

speech min width: Specifies the minimum width for a speech bubble by amount of characters. Paired with a number

type on speed: Specifies how quickly text characters will appear. Paired with a number that represents how many characters will appear per second

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