Mipey's Forum Posts

  • Hm, I guess a XML object would be ideal for VNs...

  • Add the "Trigger once" condition

  • Why has the title been changed? It makes absolutely no sense.

  • It could also reduce the number of requests to 1, compared to dozens or even hundreds depending on scope of the project.

  • I believe that it would be worthwhile for Construct 2 exported projects to be zipped; the preloader would load files from inside the zip file.

    This would significantly reduce the total project size as well as preloading time (as downloading the one zip is much faster than multiple files). Here is an example implementation.

    What say you?

  • Well, for debugging I use Firebug for Firefox, at least it tells me what went wrong whenever the game fails to run or crashes.

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  • It feels like a waste to recreate an unique property for each instance of an object, especially when it is a texture or something like that. However, it seems that properties defined in edittime.js are instance properties.

    How would I declare object properties?

  • Good to know, thanks!

  • That'd be great. After hotspots and edittime rendering, I was hoping to improve the importing method. And with the XML import there'd be no obstacles for variable size fonts anymore.

  • Oh, I just type out a string of characters, paste them into Paint.NET, adjust them as needed (in one row or several rows, either work fine, though the latter is better for compatibility with older cards) and there we go.

    As far as BMFont goes, I couldn't figure out how to export properly tiled charmap... Of course I could adjust the spritefont to work with xml, but I have no idea how to reliably load external files. So, yeah... sorry. :(

  • Looks like we have to avoid using {"propertyname":value} pairs as well.

    For example, this doesn't work:

    var test = {"count":0, "text" : "Some text"}

    Instead, use this:

    var test = {};
    test.count = 0;
    test.text = "Some text";
  • Hey Mipey. I think there's a bug in the latest build. Seems to work fine when previewing my game but the characters don't show up at all in the exported version. (Not using WebGL.)

    <font color=green>Fixed.</font>

    Google Closure's javascript minifier is one odd thing... I was using a structure (var tile = { "w":0, "h":0 ... }), which was improperly minified. Turns out that property names must not be enclosed in double quotes. The issue that Ashley once warned about was not to use Object["property"] notation, but it didn't occur to me that also included curly brackets.

    Well, javascript level up for me. Thanks for spotting the issue!

  • And the glowbugs!

  • <font size="5"><font color=red>UPDATE!</font></font>

    Apparently I'm on a roll today.

    • WebGL is now fully supported
    • added "force point sampling" property (only works in WebGL, useful if you use pixel font)
    • added horizontal and vertical spacing (kerning and line spacing) - can use this to get letters closer together
  • Yep, Skyrim is a good game. Not perfect, but enjoyable, which is a major plus in this age.

    Pssst... you can catch those butterflies.