Mipey's Forum Posts

  • There is also quadtree method (see wikipedia entry). Of course, there are many ways to skin a cat.

  • TL;DR: It is possible, however it requires quite a bit of game dev experience/knowledge, particularly in Construct 2.

  • You don't want to do that. It is a really annoying feature.

  • Heh, thank you, but I can't claim any credit for the official Sprite Font other than stimulating its necessity :)

  • Indeed. Thank you, sqiddster.

  • None, really. It all is too inconsistent; dirt, banana and snail have the 3D feel, while everything else is flat. Also, you don't want background objects to grab too much attention, so not too flashy - that rules the middle tree out.

    Well, I am sure someone who studied graphic design can give you more sound advice.

  • Ah, one of those cannon shooters, but with a twist: it is a serial cannon shooter!

    You won't need just the sound pro, however... get some professional graphics done as well! That won't come cheap, either, though... But it goes a long way with the target audience.

  • Hm, this somehow slipped under my radar.

    As for the copyright issue: had you asked me, I certainly would given the permission to reuse parts of my code - gladly so. However, since my code is inefficient and sloppy, I wouldn't suggest so. You are free to gander at it and facepalm at my epic fails. Heh.

    Shouldn't be too difficult to develop a proper spritefont plugin for a capable developer, however. In theory, it is a fairly simple thing: the text is stored and manipulated in abstract format (as array data), then the rendering function just iterates through array to draw each glyph as necessary.

    There is texture caching to consider for performance (it only redraws whenever the text is changed). Perhaps double-buffering would make sense; one buffer to store drawn glyphs and other to manipulate the whole resulting texture, so that changing scale/rotating/etc. wouldn't require redrawing each glyph. I've used an in-memory canvas, which was causing issues with CocoonJS earlier releases.

    But:

    The plugin should not allocate any images or create any canvases other than the single sprite font image, to minimise image memory use. Note Mipey's plugin allocates additional images or canvases; this should not be done in this plugin. It should be possible to draw arbitrary strings directly from the single sprite font texture. It must support both canvas2D and WebGL renderers. It must support Construct 2's layout-by-layout texture management in WebGL mode (the Tiled Background object is a suitable example of how to do this).

    This makes things kinda... challenging. There are two different textures to consider: the glyph sheet containing all glyphs to draw and the resulting image that contains the drawn text. With single image condition this is kind of difficult to accomplish. The only way to accomplish this would be to read glyphs from external source (that is, another object, such as a sprite containing the glyph set). I have never managed to wrap my head around the inter-object intricaties, however.

    Then there is the issue of utf-8 fonts, which can be resolved by mapping glyphs to ANSI-compatible identifiers (using more than one character to describe a character). For that, however, proper support must be prepared.

    All in all, considering all that, I expect the Sprite Font borne of this contract will far surpass my abomination. The only reason I dropped SpriteFont was my own lack of expertise to resolve issues, really.

    Good luck!

  • Scirra Arcade.

  • If Hangul is formed into a grid, it can be used:

    Hangul in a grid

    All Spritefont needs is a grid of images.

  • From what I read, this HTML6 is just XML notation...

  • I'm guessing there is an issue with deduplication feature; the issue is also affecting other plugins (9-Patch). In another thread Ashley said it should be fixed in the next release (if I'm reading it correctly).

  • I see.

    Well, I was thinking more along the line of plugin development, to streamline it a bit, at least where images are concerned. The metholody you adopted may work best for you, but it ain't making it any easier for us mere mortals :(

    We basically have reinvent the wheel over and over for each plugin that includes textures.

  • Cannot reproduce here, using Windows 8 64-bit.

    I find it odd that you have a different directory structure, what is this "source"?

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