Mipey's Forum Posts

  • Hm, I use plenty of canvas stuff in SpriteFont plugin... I'll have to look into this a bit, figure out whether I need to rewrite the drawing functions.

  • Greg - glad to hear that! Drink that beer in my name. :P

    nemo - therein lies the problem:

    'E:\ohjelmia\Construct 2_HTML5\Construct 2\exporters\html5[b]plugins\plugins[/b]common.js'

    Construct 2 editor automatically loads all folders within the exporters\html5\plugins\ as separate plugins. Somehow I doubt that additional \plugins\ folder is a plugin, so it fails! Did you accidentally duplicate the plugins folder?

    Anyhow, this is unrelated to the spritefont.

  • GAH!

    My apologies, Greg, I didn't actually upload it, forgot to sync the dropbox folder. Should be uploaded now.

    Geez, what's wrong with me these days...

    Again, apologies :(

  • Greg: through spritefont properties in edittime or Set Effect action.

    Hmm, guess the "fix" didn't fix it after all, but hey, at least the effects are there for sake of completion. Heh.

  • It was Apple who invented the canvas.

    <img src="http://www.chrispalbicki.com/blog/wp-content/uploads/2012/02/paint-canvas.jpg" border="0" />

    I believe canvas is much older than that. Apple copied the idea and adapted it for the web environment.

  • pedro.thiers, you can use SpriteFont as a tileset editor too, yeah :) Some people have used it that way to create levels. But well, its primary purpose is as a sprite font!

  • <font size="5"><font color=red>Update: 7th May 2012</font></font>

    Revision 6

    • added effects; this should force spritefont's own effects and prevent other objects' effects from spilling in. Hopefully.
    • new icon! Thanks to

  • It's pretty much "Always"

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  • JohnnySix: That baffles me, I have no idea why would the spritefont flash whenever an unrelated object with additive effect would spawn. I don't know how to recreate this, either.

    Guess I'll dig into the source code and attempt to work effects in. Also, thanks for the icon, it'll be used for the next release! :)

    simwhi: I want to keep the spritefont simple, loading by individual tiles would have introduced several drawbacks and complicate the already messy source :P I've used non-equally spaced fonts as well, basically I placed them manually in an image editor with grid enabled. A lot of work if your font contains a lot of glyphs, but only needs to be done once.

    Right, guess it's time to look into those effects...

  • If the variable is not visible to you while you've added it, then it may be out of scope; it may actually be a local variable. Create it outside the scope, at start of event sheet is best for global variables.

    Just guessing.

  • Hm, you could try a while loop with the TextHeight expression.

    + While Text.TextHeight < ChatHeight

    Text.Append(a line to append)

    It should stop adding a line when the chat height is exceeded. Oh, and add a guard condition to make sure it doesn't loop infinitely (such as if there aren't enough lines to fill the chat).

  • Only load the last few lines into text object or whatever you're using there. It doesn't need to contain the entire log, does it?

    And with some simple logic you can scroll. As easy as selecting the lines to display.

  • Hm, I haven't really considered effects, because I don't understand them that well. I've omitted them altogether.

    I'm not sure I understand what you mean about spritefont objects turning to additive. Could it be a picking issue?

  • Depends. Is the IRS watching?

  • Ashley mentioned Awesomium, which apparently is going to work on Windows, Mac and Linux platforms. That's all I know.