Hey man, as far as not having time to learn OOP that's fine. I'm just telling you that it's not super hard if you have the fundamental ideas figured out.
It's also fine if you don't have time to learn it; real life gets in the way and that's okay. Just do what you can with what you have and keep doing your thing. I don't know much about windows batch programming, so I can't really help you there. I hope you find a solution to your problem and you finish your game really soon!
Sorry if I came across as condescending. It was not my intention to do so.
"In Unreal 4 you have to build a blueprint now just to get it to display text up on the screen which took the poor guy on youtube about 15 minutes to set up all of the nodes to get Unreal 4 to display txt on the screen. So what if your game had thousands of lines of dialog, do you have to build thousands of these shaders to display it?"
You build a function or dialogue object to be triggered every time there needs to be dialogue put on the screen. You might have different cases you want to program for, but in general you want to have use cases for the shaders figured out anyway. Just pass into the parameters the dialogue you want displayed (probalby a string variable, because it's a string). Pretty basic concept of object-oriented programming, which UE4 was built using (C++).
Hey man, as far as not having time to learn OOP that's fine. I'm just telling you that it's not super hard if you have the fundamental ideas figured out.
It's also fine if you don't have time to learn it; real life gets in the way and that's okay. Just do what you can with what you have and keep doing your thing. I don't know much about windows batch programming, so I can't really help you there. I hope you find a solution to your problem and you finish your game really soon!
Sorry if I came across as condescending. It was not my intention to do so.
"In Unreal 4 you have to build a blueprint now just to get it to display text up on the screen which took the poor guy on youtube about 15 minutes to set up all of the nodes to get Unreal 4 to display txt on the screen. So what if your game had thousands of lines of dialog, do you have to build thousands of these shaders to display it?"
You build a function or dialogue object to be triggered every time there needs to be dialogue put on the screen. You might have different cases you want to program for, but in general you want to have use cases for the shaders figured out anyway. Just pass into the parameters the dialogue you want displayed (probalby a string variable, because it's a string). Pretty basic concept of object-oriented programming, which UE4 was built using (C++).