mOOnpunk's Forum Posts

  • An "engine" is simply the code behind your game. For example you can create a platform engine with movements, jumping etc, but its not a "game" until you have designed the levels, added the enemies etc.

  • Hi 7Soul, sorry i can't get the link to load.

  • I'm looking for a simple formula where i can set a current value, min value, and max value before the results starts to get diminishing returns.

    Like this, where all values are between 0 - 1.0;

    A + (B * current value)

    example 0.2+(0.5*0.5) so here the min is A 0.2, and max is A+B so 0.7, so when the current value is 0 the result is 0.2, and when the current value is 1.0, the result is 0.7. Here at 0.5 the results in 0.45.

    How would i introduce diminishing returns on results as the current value goes from 0 to 1.0?

  • blackhornet thanks again, i owe you one.

  • When you run your pick up code, try adding the "pick nearest/furthest" condition in bomb object, set it to "nearest" with the player object.

  • blackhornet, sorry to be a pain, it works great but i meant a sprite sheet size of 1024 not each character, as this one is gigantic (16384x8192) and i think uses hundreds of megs of memory lol.

  • Thanks blackhornet this really made my day!

  • Is there any kind person out there who can spare a few minutes to convert this font for me? I'm on mac osx.

    https://www.urbanfonts.com/fonts/Baloo_Da.font

    1024 size for a hd game, plain white color.

    Thanks very much.

  • Thanks very much.

  • Thanks, but i already tried it. The problem is scirra never seem to use standard formats, always their own json, even transferring the spacing data manually, which takes so long, doesn't seem to work, i dont know if its the outputted image file is incorrect or if i'm doing something wrong. Either way its a long and frustrating approach.

  • How are people making their sprite fonts on mac? I'd really like to hear peoples experiences.

    There really doesn't seem to be an easy way to convert a .ttf along with all the spacing info needed.

    I dont think the problem has been raised because everyone seems to rely on the tool blackhornet created, which is windows only.

    I've done a number of tests and even though the text object has been rewritten for c3, they show that its still not as performance friendly as sprite fonts, particularly when altering the text so i'm hesitant to use them.

    I raised this issue with Scirra and all i get is "post it to suggestions", but its pointless because no ones going to upvote it since its not an issue to windows users due to the free tool everyone relies on. Its frustrating.

    Tagged:

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  • Well first you need to work out the width of the screen, incase you are using unbound scrolling the top left of layout is no longer 0, so to get the screen width use viewportRight - viewportLeft.

    Now you need to get the width of all your blocks put together, so combined block width = block.width * number of blocks on a row.

    Then you need to work out how much space is left over for your gaps in-between blocks and divide that by number of blocks, so gap = (screen width - combined block width) / number of blocks on a row.

    Now to do the actual spacing, you can arrange blocks by their IIDs using the optional instance parameter block(IID).expression, so you would do - repeat number of block times, set block(loopindex).x to viewportLeft+(blockwidth*loopindex)+gap

    Same for height.

    I didn't test it so dont know if it works as intended.

  • By web font he means "Web Open Font Format" or font.woff file.

    There are lots on the internet you can download, or free converters online that will convert .TTF files.

    You then add them to your project under the fonts folder, and they can then be accessed by the text object as normal. They are then exported with the project.

  • Dark Theme is known to run slower, particularly in the sprite editor.