You could use a sprite with a frame per letter. Then with events you could do a loop to read each letter eg mid(Text.Text, loopindex, 1). Finally once you get a letter you can convert it to a frame number. ex find("abcdefghijklmnopqrstuvwxyz", letter). Here is a example I did a while back: http://www.scirra.com/forum/suggestionsprite-font_topic44315_post277605.html#277605
You could use a sprite with a frame per letter.
Then with events you could do a loop to read each letter eg mid(Text.Text, loopindex, 1).
Finally once you get a letter you can convert it to a frame number. ex find("abcdefghijklmnopqrstuvwxyz", letter).
Here is a example I did a while back:
http://www.scirra.com/forum/suggestionsprite-font_topic44315_post277605.html#277605
Hello R0J0hound, i already used your good example, but it uses loop which may cause performance issues for mobile, i'm looking another workaround which doesn't use loop. Do we have another workaround?
Talking of Direct Canvas engine.
Why touched object time response takes more time than safari browser in DC?
Develop games in your browser. Powerful, performant & highly capable.
Hey all, i'm looking another method to create bitmap font via events, it can relate to invisble text, if we type A, it could automatically creates a "bitmap font sprite" with start frame 1 as "A" sprite. The plugin and loop system wouldn't help for mobiles because it will won't work or performance problems.
Do you have an idea?
Thanks!
XMLHttpRequest/canvas/Video/Web Storage (partial functionality)
Web Messaging/Server-Sent Events/Device Orientation/WOFF/SVG
Does not support plug-ins, such as Adobe Flash.
It looks like we could make a HTML5 benchmark for WiiU
There's an action for lowering the position/velocity iterations lowering it is supposed to be less cpu heavy but honestly, last time I fiddled with it it didn't make any difference.
There's an action for lowering the position/velocity iterations
lowering it is supposed to be less cpu heavy but honestly, last time I fiddled with it it didn't make any difference.
i fiddled with iteration mode Fixed to Framerate Independent, it made the difference, the blocks position aren't accurate as well, but faster!
the objects are squares, 4 polygons. I doubt the quantity of objects.
I'm looking a workaround to make primitive physics could affect the objects aren't 100% real physics, just primitive physics like 50% and better optimization, do you have an idea?
Thanks
hey tap, could you add a missing action "Hide Status Bar"? i'm not sure if i can use scirra's plugin appMobi and your plugin appMobiDev togheter
Awesome, it works like a charm! :)
Yes, it's using DC, i included directcanvas.js on project folder. I can wait if you find something.
Would you like to have my project folder?
Expectation:
<img src="http://i.imgur.com/7i20V.jpg" border="0" />
Reality:
<img src="http://i.imgur.com/NIpNQ.png" border="0" />
nevermind, 1Touch works!
one more thing, when i take a picture via camera, and load image for a sprite "appMobiDev.CurrentPictureUrl" didn't work on my iPod Touch4, because it appears white space.
Otherwise, it works on XDK. I don't know why
tap there is one which is not included about oneTouchPurchase and it's functions and parameters, i couldn't get it working outside of js where come the global variables.
I don't believe windows 8 phone will improve the market share, there are 3 potential mobile marketshares are: Android, iOS and Blackberry.
Obviously, Blackberry 10 will come out in 2013 which could beat Windows 8 phone