Colludium's Forum Posts

  • Have a look in the debugger Profile tab to see what's using up your computer time. If you have a lot of objects on screen then it could be the draw calls due to a weak GPU - that's a common cause of dropped frames.

  • You need to follow this tutorial.

  • OK, so I checked out a good tutorial here that uses .xml and .json files to load the new font data. I suspect my problem is something to do with the use of .csv somehow because I've tested my 'problem' fonts and they work ok in the tutorial examples.

    Edit - in case anyone needs this info. I did a lot of experimenting and found that you have to use the fontsquirrel Basic export option.

  • When I say disable enemies I mean disable their behaviors - so they don't move, shoot, path-find, platform, or whatever else you have them do. The engine uses collision cells so there's no need to turn off collisions for enemies with your player.

  • It sounds like you need to disable the enemies who are way off screen. That should drastically reduce your collision checking (providing they are moving and somehow checking for overlaps/collisions).

  • Is this a bug?

  • Here are a couple of examples... The font is Stalinist One.

    The above shows the font being correctly displayed in the editor

    The above shows the font running in chrome - the Russian letters fail to be drawn correctly. This happens if I just run the layout with the font selected in the text object (it's loaded on my system) or if I run the layout and load the text as a web font.

    Anyone any ideas? Am I missing something hugely obvious?

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  • No probs. I think it initiates kiosk mode, but only Ashley could confirm (useful on a Mac to hide the prog shortcuts pop-up). You can also execute JavaScript commands to do this (a list is available on nw.js github).

  • I'm not even sure what limitations I'm up against. :/

    For example, I've found a font that supports Cyrillic and Latin. However, when I view the ttf, even though I can only see Latin characters in the window, I can set Cyrillic inside c2 directly.

    So, my first confusion is that I don't appear to be able to inspect the Cyrillic inside the ttf file.

    Then, when I install the same font as a web font in c2, the Cyrillic characters transform to the system default font. I've no idea if this is a limitation, bug, or something that just could be sorted by a css input.

    As part of the text object font setting there's a drop down list of supported scripts. I thought that these could be automatically selected according to the Unicode character being input, but this doesn't seem to be the case....

  • I'm stuck!

    Is it possible to change a text object's web font Script during runtime? For example - if I wish to change the language of my game to Russian, how can I change the script from Latin to Cyrillic?

    Thanks.

  • Browser: set full screen. Browser: cancel full screen. When you export, don't check permit resize to limit the game window to the default and/or full screen options.

  • Sethmaster - good point - from my experimenting it appears that the instantiate time only applies to the first instance that is created using events. I wish I'd realised this during my creation of Umbra.... Never too old to learn lol.

  • Thank you!!

  • At long last - this is an excellent effect! Thank you for putting it together for the community.

  • I suggest you look into suggesting your players use http://www.x360ce.com/. It's a bit of minor hack, but a great free asset.