sqiddster's Forum Posts

  • LittleStain C2 can use webfonts stored in the game's file system - look at the tutorial linked in the OP.

  • ghost yes, I mentioned this method in the OP but it seems quite redundant to convert the webfont into a TFF then back into a webfont.

  • wizaerd really? So when you go into your word processor you have the option to use all those fonts? That's sort of weird...

  • KennyOops not at all, that's quite fine <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Oh, I see, C2 is on sale in anticipation of Ludum Dare. It's not really made clear in the original post.

  • You should read the tutorial titled 'performance tips for mobile devices' and also 'optimization - don't waste your time'.

  • wizaerd I've never had any game install a font on my computer, at least, not in the traditional sense.

  • vee41 I don't think it's a good idea for a game to install anything on a user's computer other than the game.

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  • Hey all,

    I've been making a game for desktop release with Node-Webkit, but I'm not sure how to go about using web fonts. The simple method for setting webfonts for browser games won't work with a desktop release as I don't want to force users to be connected to the internet (and even so, I'm not sure it would even work in Node-webkit!)

    I have some fonts selected from Google Web Fonts but I don't know where to go from there - when I download, all I get is a .tff. Can I just add this .tff as a file to the project and it will work on every computer? or is it a bit more tricky than that (I'm betting it is).

    This tutorial is very helpful, but it seems really redundant to take the webfont from Google, convert it to a .tff, then use the converter to convert it back to a web font.

    Any ideas?

  • Actually, I remember playing something similar to game #3. I forget what it's called but I remember it being about standing in line waiting to get into an art gallery. They didn't have the microtransaction feature however ;)

  • Coming from Game Maker, I can understand the feeling that the drag-and-drop system is inferior to coding - when I worked in game maker, you didn't use the drag and drop system for anything.

    In C2, on the other hand, the event system is powerful and flexible enough to replace coding entirely.

  • It might help to have some context - what do you mean by 'being used'?

  • This isn't something trivial to do as C2 doesn't have any in-built pathing system at the moment. You'll have to make the path out of small line segments.

  • I have not downloaded your capx, but you have to realize that the platformer behavior and the physics behavior happen in two separate worlds, and there's no real way to have them interact. You should make it all physics-based, and use key presses too apply forces and impulse to the character.

  • I've noticed similar graphical issues using custom movement when moving at lower speeds in larger games.

    It's very possible that this isn't easily fixed, however.