konjak's Forum Posts

  • I just noticed there's actually not an action to destroy a SpriteFont object.

    Seeing as I'm using it to dynamically create speech bubbles they really shouldn't be lying around afterward, even if they're invisible, and it feels like a Destroy should be there... ?

  • Yes, this I did!

    Thanks for this great plugin!

  • Yup, I got it to appear now... but now my old SpriteFont code doesn't work...

    Wonderful.

    EDIT: Seems actions got kicked down a notch if they're after the new ZOrder one. At least, all the "set value" became "Set Cursor Position".

  • Three times.

  • Well, I said in my edit I figured it out!

    You just do like "I enjoyed that ""thing"" you gave to me" and those double quote marks will become one.

  • I don't know what to tell ya, but even in your example it looks like this:

    <img src="http://www.konjak.org/nozorder.png">

    (It doesn't show up as an Action either)

    Are you certain you uploaded the latest plugin in that RAR...?

    I can't recreate the multiline error in your CAP, though, so I guess that's me somehow...

    I can make multiline text if I write the text in an expression using NewLine, but I can't use that because I want dialogue that uses quotation marks, is there something you can write to make it generate those from an expression?

    EDIT: Figured out quote marks.

  • Eh... I'm not quite that behind when it comes to using Construct and making games!

    The ZOrder thing literaly does not appear under Properties when highlighting my SpriteFont objects in the layout editor.

    Also, I'm trying to figure out why it suddenly started to crash Construct whenever it retrieves texts that are multiline. I retrieve them to a string variable in the SpriteFont object and then display it.

  • Your'e awesome for adding it so quickly, but... I can't find "z-ordering" anywhere in Construct.

  • This is a fantastic plugin, thanks!

    I guess it might be hard as I assume it keeps creating the letters every loop, but wouldn't it be possible to order the letters to always be above the plugin object rather than above everything on that layer? Right now I tested a multiple speech-bubble thingy and when they overlap the text from the one below is still above the bubble that is topmost, etc.

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  • I think OpenGL support alone would be much better. Not that that's a simple task.

  • That sounds very good!

    The method I'm used to is having symbols or the like written that have no width that cause a color UNTIL I write the symbol I use to stop coloring, would that work?

    Same with pausing, I'd just use a zero width symbol several times over and it will be like a short pause, but then it continues (a hesitant pause, not wait for input).

  • Is it possible or will it be possible to make like parts of one text grab letters/images from a different source, so that you might have room for symbols or differently colored text in the middle of regular sentences?

    I love doing that. Back with MMF's Text Blitter I used to take its character map (the one, large image with all letters that 'Blitter then cut up automatically) and offset the image in the middle of sentences to ascii tables with differently colored text or symbols. Of course, this one doesn't work that way and instead much more comfortably supports variable width letters, but will there be or is there a way to "offset" or switch letter source in the middle of sentences yet?

  • Playing at a position affects the volume so it's possible it locks it. Again, I'd love a feature where the volume is not affected by positioned sound, it only creates panning automatically. Like, a "restore volume" action that overrides positioned sounds.

  • Uhm, how do I actually place a resource sample on a given channel? I can't find any such action anywhere, only autplay resource, which puts it on a random, free channel.

    Maybe you can set a variable to the last channel used but that isn't really necessary, is it?

    EDIT: Sorry, found it. Let's see how many posts I make in this thread!

  • Well, okay, thanks...

    But it still somehow affected the frequency of another sample playing at the same time...

    Also, stopping specific samples that may or may not be playing, what's the solution to that when the last channel set is probably not that specific one and I've used autoplay?

    Thanks for all the help!

    EDIT: I guess playing those on given channels, then.