Tokinsom's Forum Posts

  • nemo Perhaps. It seems to work if you run a layout but not the whole project.

    Ashley It would seem they use bitmap fonts for japanese the same way. There are hundreds of retro games with bitmap font dialogue in numerous languages.

  • It's flat-out broken as of r133 so you do now!

  • Then we risk the same exact thing happening. 3rd party plugins are no good in my book; every single one I've ever used had some sort of problem somewhere, or were simply abandoned (not just CC/C2 either). A working bitmap font plugin is incredibly valuable so I don't see how it'd be a waste of time in any way.

    Also the unicode thing is not a big deal for me, personally. I can't recall a single indie game that offers language options anyway spare AM2R and MMX:Corrupted.

  • Sorry if this comes off as rude but that workaround is hardly a suitable replacement. Very limited, not very elegant, and won't work for many of the things I'm going for as stated in the OP :\ So basically it won't be added because it's a pain for Canvas2D? Does anyone even use that anymore? Can't keep letting one weakness drag everything else down with it..

  • Yeah we're in dire need of an official bitmap font plugin and more control over strings in general, like the ability to change the color, effect, behavior, etc. of a single character or word in a string via metacharacters or w/e.

    At this point there's basically no way to get bitmap fonts into your game. Mipey's plugin was good for a while but is now kinda buggy and he quit working on it. R0j0hounds's method works but can cause performance issues and there are no options (alignment, size, spacing, etc.)

    They aren't only good for retro games either - bitmap fonts are used everywhere! Standard fonts & text objects are boring and you can't really do anything special with them.

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  • Thndr I just meant C2 can crash if you use "import sprite strip" on an image that results in too many tiles. Fixed OP.

  • Awesome, thanks!

  • I've been trying to get Tiled Background's "Image Offset" from CC into C2 ever since it first came out. Some 15+ threads asking about it and it still hasn't been implemented! Yes there are some workarounds but they don't always work..it just depends on what you're trying to do. Anyway, perhaps now this can finally be added? Please?

    Some uses:

    -Infinitely Scrolling Backgrounds

    -Animated Tiled Backgrounds

    -Image alignment

    -(Most importantly) Tilesets! Currently you have to import a tileset into a sprite object as individual frames which results in a folder stuffed with hundreds of image files containing a single tile each. Not good! C2 actually crashes if you use "import sprite strip" on a tileset that's too big (and not that big either). It also takes a while to update them and can easily crash when modifying all tiles (shift+crop for example) The better way to do this is with Tiled Backgrounds and Image Offset so you can set the offset to a single tile from a single image in a single file. You'll get better load times too!

  • In CC the sinewave behavior accounted for the object's angle. For example, an object with horizontal sinewave behavior and an angle of 315 moved from NW to SE. In C2 it does not. Could this please be added?

  • 1) Animate your player attacking with the sword. Duplicate the object. For your player, erase the sword & for your sword, erase the player. Set the sword to 0,0 of the player.

    2) Set arm angle to Angle(x1,y1,x2,y2) 1 being the arm 2 being the mouse.

  • If you're using collision tiles just check which one the player is overlapping at 0,1 and go from there. If not, try creating two detector objects to the left and right of your player that conform to the floor, get the angle between them, then set your player to it.

  • jayderyu R0J0hound

    Unless I'm doing something wrong...

    -Making the canvas global doesn't change a single thing.

    -Making the canvas invisible doesn't change a single thing.

    -Using 1 canvas instead of 4 doesn't change a single thing.

    -Clearing the canvas instead of destroying and creating a new one doesn't change a single thing.

    The whole *game* takes place in a single layout and the rooms are dynamically loaded and destroyed within that single layout, so I don't see how making the canvas global is supposed to affect anything here. I appreciate the help but as originally stated - I don't think there's anything that will work on my end. It seems to be a problem with the plugin and that's that...

  • I see. Well, will leaving it up to GC cause any problems like stuttering or over-working hardware or anything?

    Also the canvases have been invisible this whole time; doesn't seem to make a difference.

    As for the global canvas..not sure how that'll work since it still needs to be created and destroyed each time a room is loaded to prevent performance issues. I did manage to use only 1 canvas for all layers instead of 1 per layer, though..unfortunately that doesn't make a difference either.

    I hope it won't take too much longer for the WebGL canvas. This is only one of the many many things I'll be using it for!

  • Thanks but that's not an option here, for many reasons.

  • Alright the problem is indeed with the canvas plugin. I tried leaving the tiles as they were and VRAM stayed the same in between rooms. R0J0hound is there anything that can be done about this on my end? Will WebGL support fix it?