IMGText (in the store, under Source Code > Tools) is a relatively simple, but effective way to dynamically(oooh! Much productive!)create images and textures with text on them.
How to use it:
1) Create an image with evenly spaced letters on a transparent background, and import it into your project. It requires 1 or more of the following: lowercase letters, uppercase letters, 0-9(numbers), non-alphnumeric symbols(!@#? etc). This is the hard part.
2) In code, create a configuration, feeding the UIDs of the letters to the configuration, as well as a unique name to identify it by, eg. "Player name" or "damage text" or whatever. You can have...many configurations. The configuration setups are quite easy, and can be all done in your game's Init() function.
3) Create the image.
ImagePtr ImgTextControl.CreateImage( ConfigurationName, Text )
It returns the ImagePtr, so you can use it wherever an image might be used: material->base_0 = ImageTextReference.CreateImage( "damage text", "CRITICAL! 84,482,357" );
4) The EE cache will take care of freeing the image when there are no longer any ImagePtrs pointing to it.
I created IMGText as a singleton because it makes use of a list of configurations, and multiple instances would probably confuse things. This also means that it's ready to start making configurations without worrying about creating and passing instances/pointers/references/etc etc etc
IMGText comes with a couple example applications showing how it could be used in a practical situation. I'm pretty sure I commented it pretty decently, and it's only $1.50 in the store.
I saw there were a few users that were having issues with dynamically creating images or rendering D.text to a texture. This system provides a fully viable alternative.
Because Material uses ImagePtr as the texture, this opens the possibility for bumpmapped text/icons, reflective text, glowing letters, etc.
I'm looking forward to someone who is not incompetent with art trying this out. I'm like a kid with fingerpaint when it comes to photochop, so I use Paint.net, which doesn't yield the highest quality results, so I got som artefacting and color bleeding with my test images.
Edit before submitting: Don't you just hate finding a typo in code right before submission? Version 2.0 before the initial release.
Esenthel, do I have to hit publish then wait for inspection/approval every time I update the item in the store?