In this video
- Add Pop Text to a Tap
- Self, or any object: where it pops
- Small, Medium and Large - same size in portrait and landscape
- Colour
- Variables in curly brackets, filled in when it fires
- A combo: only run if score is at least 50
- A line per language
- Every trigger it works from
- Three mistakes to avoid
About this video
Pop Text is the floating +10 that makes a tap feel rewarded: a label that pops up from the top edge of an object, holds for about half a second, then drifts up and fades. In Playable Ads Maker it is one Events action with four settings - which object it pops over, the words, a size and a colour - and it can print a variable, run only when a condition holds, and carry a line per language. This tutorial builds a gem-tapping scene from scratch: a gold +10 on every tap, and a large orange combo that calls out the score from fifty points on.
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Transcript
Tap the gem: plus ten. Keep tapping, and at fifty the combo calls out your score, and keeps calling it. Every one of those floating words is Pop Text, a single Events action.
In this video: adding Pop Text to a tap, its size and colour, popping over a different object, filling in a variable, combos with a condition, and other languages.
Here's a scene I started from scratch: a score, and a gem to tap. The gem already has a Tap event that adds ten to a variable called score. That part is in the Variables video.
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Click Add action, and choose Pop Text.
It has four settings: which object it pops over, the words, a size, and a colour.
Self means the object that was tapped: the gem. Type the words: +10.
Press Play, and tap. It pops up from the top edge of the gem, never its middle, holds for about half a second, then drifts up and fades. Every tap makes a fresh one, so fast taps stack up like a real game.
Size: small, medium, or large. Small is a quiet tick for every tap. Large is for the moments that matter.
The sizes are a share of the screen's shorter side, so a pop is the same size in portrait and in landscape. Here's landscape.
Colour is white by default. A gold that matches the reward reads better here.
Now a second Pop Text, over a different object. Add action, Pop Text, and point it at the score.
Words can carry a variable in curly brackets. Score, then points. It's filled in the moment it fires, after the ten has been added.
Large, and orange, so it reads as a bigger moment than the plus ten.
Now make it a combo. Click Only run if a variable matches, and set score, at least fifty.
Play. One, two, three, four taps: just the plus tens. The fifth: fifty points! And from then on, every tap calls out the new score.
Other languages. Open Localization, and add Spanish.
Every Pop Text now has a line per language. An empty one uses the text above. I'll give the combo its Spanish, and keep the curly brackets.
Switch the preview to Spanish, press Play, and the combo speaks Spanish, with the score still filled in.
Pop Text works from any trigger, not just Tap: a double tap, a hold, a drop on a target, a timer running out, or a Count-up finishing its count.
Three mistakes to avoid. One: too many words. A pop is on screen for under a second. A number, or one or two words.
Two: two pops over the same object at the same moment land on top of each other. Give the second one its own target.
Three: a colour that disappears into the background. White on a pale scene all but disappears. Pick one with contrast.
Next up: the Physics Pile. Coins and gems that fall, stack and scatter.
That's Pop Text. See you in the next video!