Nhdeitmers's Forum Posts

  • Would it technically be possible to rasterize web fonts at runtime?

    As it is now web fonts are quite unusable for me in many situations and sprite fonts are also not really an alternative as they are limited to one size only.

    If there was an object type based on a textbox that would not render the actual webfont, but hide it, rasterize it and show it as a png sprite it seems to me that it would solve the issues connected to web fonts and provide a true "what you see is what you get" workflow?

  • From what I've seen there were some requests for pitch detection, but so far there's no solution for it?

  • Hi,

    Is there a way to define which object in a container is created first? In my case the buttons and the labels share a container, but no matter which one I create the button always ends up on top.

    Also: web fonts have very different alignment from each other and the result I get on the PC is very different from what I get on the phone. To a point where the labels are not even on the button anymore.

    Is there a way to treat web fonts as images (other than manually creating a pixel font)?

    It would be great if there was a way to convert them to images or at least check the precise bounding box of their pixel content and then align them based on that.

    I've been trying around forever, but can't properly align my text.

  • Oh, cool! I'll try that, thank you! :)

  • Hm, OK. Thanks. Not really an option, I'll probably live with the limitation, then.

  • I'm traing to understand what would be the best way to conserve the state of a layout to find it unchanged the next time I go there.

    Persistent layouts seem to be an old idea that people were asking for years ago. Did something come up in the meantime?

    I'm thinking of the case where a layout is a certain scenario that the player can modify. Like a block puzzle in a dungeon room or walls that get bombed open etc..

    While the reset makes sense for a complete restart of the game, in many situations I'll want to maintain the last state of the layout before the player leaves it.

    Manually keeping track of everything that is going on in global variables can be a bit cumbersome, when there's lots of different objects with different properties. And it gets quite complicated when new instances have been spawned with modified variables..

    What's your solution for this?

  • Cool, thank you! Now I understand how to use it. That's a cool trick to know as a workaround!

  • From what I understand save games are generally tied to the currently used browser.

    Is there any other way to create save states that are independant and work with any browser?

    Or is there a way to convert the save data to be recognized by a new browser?

  • Thanks, mtzvd! Could you explain what JSON.Get() part is doing and where it is getting the colors from in your example?

    I've never used it before and have no idea what it does.. ;)

  • Ah, cool, thanks! That's also a nice way to do it.

    What is the 24 based on? fontsize?

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  • FretboardRegion is moved by code

    Nut and Strings exist in the layout, adding them as children works as expected

    Frets and Fret markers are created at runtime, adding them as children does not have any effect, they don't move along with fretboardRegion

    Might the creation be the problem? How can I solve this?

  • Haha, I was stupid. The text field was too small to display the second line. It actually works.

  • I would like to read from an arry and display the content in a text object.

    The result should be something like:

    F#

    Gb

    or this:

    D#

    Eb

    Is it possible to store the line break along with the string, or if not how would I do the following:

    If array.at(x) has more than one character then write the 1st and 2nd character to a text field, create a line break and then write the 3rd and 4th character

    I tried this, but the resulting text only displays the first two characters..

    left(Scales.At(8,((Self.ScaleIndex-1)%12)+1),2) & newline & right(Scales.At(8,((Self.ScaleIndex-1)%12)+1),2)

  • I read the blog posts now. They were quite interesting.

    They also kind of answered another question I had on my mind, Which is why there is no multiply blend mode available.

    I wasn’t aware of the fact that it renders differently from add.

    I played around with the screen and blur effects after stumbling across a tutorial about it and I think it’s pretty cool how easy it is to blur part of the background.

    (Even though I had to apply the effect twice at a 100 percent to get the result I wanted. So again I think If allowing higher max values would be possible that would be great...

    Would you be able to comment on the Flash effects and how they relate to Construct’s effects? I’d be curious to know.

  • Cool, thanks for the explanation. I will check out those blogs.

    From what it sounds like I may have been fooled by the superficial similarity to Flash effects, which also run in a browser and have the same parameters.

    In case of the glows and blurs I don't know how hard it would be to change the scale of the intensity to something pixel based, so users could go as big as they want and live with the performance implications. (There may be cases where it's ok to have one very impressive but expensive glow in certain moments)

    I understand we're coming from two different ends. I'll admit straight away that artists always want more control and don't have the technical knowledge of what's possible and what poses a bigger challenge than might be obvious.

    But in my experience that's a healthy discussion to have, sometimes it can push some boundaries, sometimes it doesn't. That's OK. ;)