Thndr's Forum Posts

  • Yeah, look at what Rex has done with his plugins.

    The SDK manual would have more information, but everything C2 does is via the same plugin system (sprites, arrays, texts, behaviors). This modularity should allow you a lot of flexibility.

  • With the new Image Deduplication feature on the latest beta, there's no reason to use the same object as you can make a new one and it won't add anything more as you're using the same image the other objects use. (Current stable version doesn't have this so each sprite/frame that has the same sprite just has their own copy of the image they use)

  • With the 'on animation finished' condition you can do that. I use 'on animation finished' and 'on animation frame' for logic to have animations transition and to spawn damage boxes.

  • +1

    If you take the INT output of a boolean instance variable, it's a 0/1 depending on false/true. I think having global variables to have the option of "boolean" makes sense for display purposes in the editor.

  • If you're going for a full on Sprit Font plugin, and not a tilemap plugin with font tiles, then you also should support variable width sprite letters as well.

    However I personally believe that a tilemap plugin with character mapping capabilities should come first. The current spritefont pluging kind of does that, through a string, and aligning Nth character with Nth tile (based on tile size and image zie). The characters in the string are all unicode so you can assign any letter to anything (as long as you make the tile).

    I'm not trying to usurp the thread for tilemaps entirely, but static-width spritefonts are just custom tilemaps in their own right and have a larger overarching reason to be implimented (thus more reason to impliment spritefont tile assignment)

    Spritefonts can be artistically modified more than a regular font/webfont could be. Since font creation tools have no central Game-Maker hub for people who would need to make one, it's easier to make your own graphical font via illustrator or photoshop as you can guarantee the outcome rather than looking through 1000 fonts and still being confused and unable to find out how to make one of your own. (Font making is pretty niche, as most people don't give it much thought)

    However if you're going to need a basic font, not a graphically enhanced on, I do recommend FontStruct and Font2Web (Fontsquirrel still has issues with FontStruct). As with creating any font, you would have to create support for whatever unicode characters you will use (All fonts don't have all characters so even random webfonts may be incomplete, all the more reason to make your own webfont/spritefont)

  • With webfonts you can do a lot especially if you can design your own. (Fonstruct is a good web based app) Should be easier to do if font selection/creation was an easier task (Seriously, I had to look for hours on how to make a webfont), so just a sprite-font would be low on the list of things TODO sadly :(.

    Although with the April poll having Tile-Map support requested, I can see using that for fonts as well and becoming a more important thing on the TODO.

  • If you preview often, then set one of them to the lowest time you're comfortable with.

    However I don't see why there couldn't be a checkbox if you want to have a backup when previewing.

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  • This could also be another use of a tilemap plugin, as you can make "tiles" (letters).

    I made a custom webfont myself to replace the spritefont due to issues with it and potential want to throw my game demo on the arcade. I do understand the need for a more graphical approach towards some fonts though and if they had a tilemap plugin they could integrate mapping tiles to letters rather than tilenumbers for font support.

  • Yeah, C2 already has this capability with compare instance variable.

  • If you're going to have delays on actions, also set it as instance variable instead of the "Wait 1 seconds" condition. Guarantees each instance has their own timing.

    eg:

    Every Tick

    Add 1*dt to Sprite.Time

    if Sprite.Time=1

    Subtract 1 from sprite time

    Do actions.

  • Well XP users are on their way out anyway with 7 being the stable standard to go to nowadays for Windows. Unless MS's 8.1 fixes 8 to be more welcoming I see 7 lasting a long time.

  • Put trigger once on the top.

    Also, check your score checking and damage code. It might not be removing the score (25) so every time you go down 1 life, it goes back automatically since it triggers the second condition (It goes to 4, then since the score is 25, both conditions are true, it goes up to 5 immediately)

  • A way to force the webfont is to adjust the fontsize or make the text object turn invisible/visible.

    Perfect example that works with webfonts in node-webkit is:

    Start of Layout

    Set Web Font "NAME" from "CSS FILE"

    Set TEXT invisble

    Wait 0.01 Seconds

    Set TEXT visible

    Make sure you import the CSS file and font(s) into the project files.

    Doing this on the loader layout should pre-load the font for the rest of the game as it's already downloaded and such.

  • I have issues with Background objects that are not the power of 2 as they don't behave/scale right otherwise. So I just make them power of 2 with tons of transparent areas.

  • I would love a native way to use tilesets in C2. I don't need to make them in C2 as I already have a program (PyxelEdit, exports tilemaps in both XML and plantext/CSV, exports tilesets in png)

    All of those are features I would love in a tileset object, and I bet would improve performance over 100s of sprites with their own instances and collision vertices to check.

    That last part though, sprites crash C2 if they have too many frames? D: That's not good for my project that uses tiles.