Mipey's Forum Posts

  • Another codec, another audio file, another bloat.

  • Indeed. If you make a game that uses Kinect, how do you plan to cater to users who do not have such a controller?

  • Graphical and sound assets take 90% of the game's size. You can write a 100+ epic RPG, however ultimately it is the graphics and sounds that dictate the game filesize.

    So, if you want to create epic RPGs, use reusable graphics and sounds.

  • blackhornet, I've checked it out. Seems that when upscaled, words no longer fit the word break criteria; words that are too long get broken into two lines, since words no longer fit the width.

    That's obviously undesirable, however it is a side effect of the word wrapping implementation.

    Also, text centering is grid-based, not bounding box based. It attempts to center the text within the maximum allowable grid, however at large scale there tends to be a lot of wasted space at bottom, which is why vertical alignment appears to be incorrect, especially if using even number of rows. Which of the two lines is the middle one?

    The alignment and wrapping methods are rather flawed, so I may have to rework them, however it is a hack job.

    I'll see if I can do something, but no promises. For now, keep those limitations in the mind.

  • Real programming? REAL programming?! <img src="smileys/smiley16.gif" border="0" align="middle">

  • Try CTRL+F5 (or whatever forces a refresh in your browser)

    Should see a golden medal with red ribbon.

  • Fiddle with blends a bit, I think it was XOR or something?

  • Alright, I've updated SpriteFont for C2 r100. Note that effects won't work on older C2 releases, so only get Spritefont v8 if you are on C2 r100.

    All I've done is remove effects from draw functions and let C2 handle them.

    As for incompatibility with CocoonJS, I haven't received an answer from Ludei, though I've mailed them weeks ago, so nothing new on that front.

    I'm not sure why it wouldn't work on iPhone, either. I may have to revise how SpriteFont works (specifically creating and storing images; I'm using in-memory canvas).

    Maybe Ashley can give some insight?

  • Are you using C2 r100? Also, I don't have any of the mobile platforms but Android, so I can't really test the plugin there. It's more or less hit and miss for me.

    Anyway, C2 r100 has introduced some rendering changes, specifically it now does effects automatically, so I probably should remove them from SpriteFont plugin and see if that helps. I'll see to it now.

  • I'm not so sure about this. I was working on my window panel plugin (window frames, borders etc.) and found out that browsers don't support tiling properly. Firefox, for example, didn't respect repeat-x and repeat-y tiling properties, only repeat. This means that there may be issues with tiled backgrounds on different browsers if more specific options like these are added.

    But then again, it has been a while since I worked on that plugin. The situation might be better now.

  • I just use monospaced fonts and type them out in one long line, then cut that line up into several to stack.

  • Yup, you just reposition the object everytime it hits the texture border.

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  • You can easily create such a loop with events.

    + SomeVariable is "Loop"

    + Every 5 seconds

    Do stuff

    And then you can stop the loop after 100 times. Many ways to do this.

  • The button has to be on separate layer with 0,0 parallax. That means no character and such on that layer.

  • Have you deleted the file from the Projects tab?