Have you tried:
- assigning a font to your text
SetTextFontImage(textID, fontID) // assuming you use a custom font
- specifying depth of text in relation other elements (sprites etc)
setTextDepth(textID, 0) // 0 = highest layer
- made sure the text is supposed to be visible
SetTextVisible(textID, 1) // easy to forget, muy importante!
my standard text function:
function textDraw(tID, tFont, tRed, tGreen, tBlue, tSize, tPosX, tPosY)
SetTextFontImage(tID, tFont)
SetTextExtendedFontImage(tID, tFont) // must have æ, ø and å :)
SetTextColor(tID, tRed, tGreen, tBlue, 255)
SetTextSize(tID, tSize)
SetTextPosition(tID, tPosX, tPosY)
SetTextAlignment(tID, 0)
SetTextDepth(tID, 0)
SetTextVisible(tID, 1)
endFunction
// in use...
CreateText(1, "")
setTextString(1, "That's not a moon...")
textDraw(1, 1, 256, 256, 0, 32, 1, 1) // yellow text, upper left
// and done