Joannesalfa's Forum Posts

  • You're putting numbers in variable names, which in a few languages is a no-go.

    Did you replicate it with a different name?

    <img src="http://i.imgur.com/9qCLI.png" border="0" />

  • Ok, cool :)

    I tought the pics were easy to read than text

  • Simply, look at 2 pics, it would mean create a single global variable with constant option, then create an event compare variable, then click done, now add action like set, add or substract... it has empty variables in the field and appears C2 check failure window.

    Ashley It wasn't nice to close this thread when i found a critical bug, not cool.

  • Awesome! it makes me how did you make screen animation using easing when i clicked down button?

  • <img src="smileys/smiley11.gif" border="0" align="middle" />

    <img src="http://i.imgur.com/wbkDB.png" border="0" />

    <img src="http://i.imgur.com/92CGb.png" border="0" />

  • You'll have to make your own text system if you want to use animation frame based text. It's not that hard with monospaced fonts, but it can get tricky if you want proper wrapping. Have a "base sprite" to serve as a bounding box, then give it a few text variables. Have one var for the text, and one for the currently drawn text. When the draw variable is different to the "text" variable, get the first letter of "text", draw a letter sprite with frame equal to text value, increment the counter, and link the letter sprite to the base object by uid. The wrapping is a bit more involved, but it's simpler if you don't want active wrapping (which means you can resize the bounding box after the text is drawn, and have the words wrap as you resize.). Bonus with this is that the letters can do individual animations like wobbling and stuff.

    I'm going to make a .capx with your idea and let's see what happens.

  • Try convert it to TTF and then to .woff, then follow Ashely's tutorial on how to get web fonts implemented. I've never worked with bitmap fonts so sorry if this is a bit obscure, I'm just speaking from using TTF and converting to woff.

    That's a good advice, BUT if the bitmap fonts have unique styles like shadows, gradients, textures, etc. .tff and .woff fonts don?t help.

    I was thinking to create a sprite with multi frames like 0=A 1=B 2=C...

    The biggest problem is how to type a text with bitmap fonts...

  • I know there a third party plugins is called SpriteFont, but is currently not supported for appMobi and CocconJS which can export to the mobiles because the developer told me about a technology draw Glyph isn't avaliable yet on cocconJS and appMobi.

    Do you have an idea to make an workaround to implement bitmap fonts?

  • The main thing is performance, which html5test doesn't measure - most of those points come from document features for web sites.

    Still - iOS 6 has the web audio API, which if it works, is totally awesome! No more one-sound-at-a-time in Safari!

    Yes. I noticed new updates may improve the performance, i'm not sure if they say is true.

    The good thing is about iOS 6 implemented more HTML5 elements.

  • Pixel Art is known for quality of videogames and support for all resolutions if the sampling is point.

  • Did you turn on iOS retina?

    Did you set up the proper resolution for iPhone 4 (960 x 640) ?

  • Windows Phone 8, iOS 6 and Blackberry 10

    wpcentral.com/ios6-safari-beats-out-ie10-windows-phone-8-html5-features

    wow Blackberry 10 beated them!

  • Kongregate can accept HTML5 games but Newgrounds doesn't, only flash games.

  • Awesome! I would love to learn how you did this nice game, thanks for share :D

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Generate on runtime isn't possible, but probably project files are embedded on the export of the exe.

    Do embedded files can output?