alastair's Forum Posts

  • I tried deleting all the spritefonts and associated code from my game, then made a new spritefont to try and get it to wrap. But it's still not working?

    Mabye its a problem with the way I'm doing it?

    Or perhaps it could be a problem with sprite I'm choosing, it has 92 frames and for the range I'm doing is everything from 'Space - z' .

    EDIT: Figured it out!!! For some reason it was to do with the range I was choosing, I narrowed down the range to "a-z" and started at frame 66, and wordwrap started working! So maybe I'll just choose narrower range of characters that I'll actually use.

    <img src="http://dl.getdropbox.com/u/1024727/worketh.png">

    EDIT 2: Okay, I figured out you can actually choose any range, but you can't choose the first one "space". So every other character can be included in range. So I can choose !-Z instead of space-z and it will work greatly! It's just 'space' that is the problem character that you can't include in range.

  • I assume you mean you have to create a key before you can set it, whereas AssArray created one if you set a key that didn't exist?

    yeah that's what I meant.

  • The only difference between hash and assarrays is that you have to unfortunately insert keys before you can fiddle around with the values, and I dont think hash tables are as well protected?

  • thanks for that.

    I can't seem to figure out why word wrap isn't working for me. I've tried isolating the spritefonts and reproducing stuff but I can't seem to replicate the problem.

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  • The only way I can think of is to have each object that can be destroyed this way in a family, then when you compare the private variable to test if it = the global variable then you destroy it.

  • how come the greenfilter won't be applied if there is also any action from the spritefont?

    (for example, it won't be green at the start, but 1 second later when there are no actions present from the spritefont it will work)

    <img src="http://dl.getdropbox.com/u/1024727/heysdfssss.png">

  • For some reason word wrap is doing nothing in my .cap, but it works fine in yours. I tried making many different spritefont objects with word wrap but none of them seem to work. Maybe its because I have too many spritefonts already in the game?

    doesn't matter too much though, I'll just work around the bug by manually placing "+newline+" in the text.

  • Not many people have pixel shader 4/5 yet

  • The DSi is actually a bit more powerful than the older DS, I wonder how much better the games could be.

  • I think a nice feature would be to remember the way you sort the object bar.

    <img src="http://dl.getdropbox.com/u/1024727/sort.png">

    This way, every time you open your .cap you don't have to change it to "sort by A-Z" every time.

    Also it might good if your file remembered what layer was selected when you last saved the .cap. This way when you open up your program it remembers what layer was selected and you can just continue working. (sometimes I forget to change the layer as soon I open up the .cap, which leads me to creating objects on the wrong layer)

    .

  • yeah I get the same problem when trying to open your example CustomKeys.cap with the new version of the plugin

  • it's very hard to read text since its nearly all in caps...

  • cheers, you are amazing.

    I thought I checked all of those icons

  • It would be useful if we had a feature where you could change the background colour of the picture editor to something else. At the moment its white/gray boxed grid:

    <img src="http://dl.getdropbox.com/u/1024727/editor.png">

    As you can see, its very difficult to do any editing when the sprites are primarily a white colour. It would be good to be able to change the background colour so you can see what your doing.

    I hope this is reasonable request.

  • that's pretty awesome, looking forward to see what you do with this.