Mipey's Recent Forum Activity

  • There's a huge disparity between edittime and runtime, it's kind of exhausting to write different functions for each, especially for rendering. draw() for 2D, drawGL() for WebGL and, of course, edittime - they all are fundamentally different. Tis a pain. :( So much pain I haven't been able to produce edittime rendering for SpriteFont. I also gave up on Frame plugin (just like Panel in CC), because it was rendering differently in each of drawing modes (not only on different browsers).

    Would be much appreciated if this could be addressed somehow!

  • I've explained how you can do the turn sequence in other thread. Let me just give you a tip: start small! Create a very simple card game first with a set of, say, 6 cards. It needn't be fancy. That'll be your prototype that will give you invaluable experience!

  • Invert the "is touching" condition. ;) (Right click the condition and you'll see it)

  • Basically a finite state machine.

    A bunch of conditions like this:

    + GameState == "StartStep PlayerA"

    do stuff required for this step

    if done then GameState = PlayStep PlayerA

    + GameState == "PlayStep PlayerA"

    do stuff required for this step

    if done then GameState = AttackStep PlayerA

    and so on. Basically you have a global variable that holds the current state and a bunch of conditions for each of states. While a state is true, that stage is executed, until it is done, at which point the state is changed to the next stage.

    At the last stage, you point back to the first stage.

  • Sure, that'd be 120 seconds to substract 1 from every second. You can even make the countdown flash, turn red or whatever by comparing remaining seconds (such as countdown < 30). And when it hits zero, the game events are stopped (countdown is < 0). In fact, you can make it so game events are only run when countdown is above 0 seconds (make it the first condition).

  • Hm, SpriteFont object behavior is kind of erratic with Anchor behavior enabled. Could be because SpriteFont works out its own positioning and scaling for each glyph. I'm not sure how Anchor works, but it tries to force reposition or rescale the object, which can cause unforeseen consequences.

    However I didn't encounter any disappearances, just jarring and wonkiness. Eh, all the same.

    Guess I'll need to rewrite SpriteFont in the future, to better work with new exporters. I'll change the way it works positioning and scaling out then.

  • Hm, couldn't reproduce the issue. I made it so the spritefont was scaled on mouseover and so I could change layouts on Enter... kept going back and forth, with or without scaling. Didn't disappear at all.

  • Time for some thread necromancy.

    Want up to 1Gb more space on your DropBox account? Solve the DropQuest 2012! It's a scavenger hunt that'll bend your mind.

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  • Yeah, it's a problem with certain fonts, since spritefont is designed to be monospaced. You can place those letters yourself, place it in its tile manually wherever you want it. In the center, slightly left or right of center... your call.

  • Hm, I use plenty of canvas stuff in SpriteFont plugin... I'll have to look into this a bit, figure out whether I need to rewrite the drawing functions.

  • Greg - glad to hear that! Drink that beer in my name. :P

    nemo - therein lies the problem:

    'E:\ohjelmia\Construct 2_HTML5\Construct 2\exporters\html5[b]plugins\plugins[/b]common.js'

    Construct 2 editor automatically loads all folders within the exporters\html5\plugins\ as separate plugins. Somehow I doubt that additional \plugins\ folder is a plugin, so it fails! Did you accidentally duplicate the plugins folder?

    Anyhow, this is unrelated to the spritefont.

  • GAH!

    My apologies, Greg, I didn't actually upload it, forgot to sync the dropbox folder. Should be uploaded now.

    Geez, what's wrong with me these days...

    Again, apologies :(

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Mipey

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