Mipey's Recent Forum Activity

  • Oh, I just type out a string of characters, paste them into Paint.NET, adjust them as needed (in one row or several rows, either work fine, though the latter is better for compatibility with older cards) and there we go.

    As far as BMFont goes, I couldn't figure out how to export properly tiled charmap... Of course I could adjust the spritefont to work with xml, but I have no idea how to reliably load external files. So, yeah... sorry. :(

  • Looks like we have to avoid using {"propertyname":value} pairs as well.

    For example, this doesn't work:

    var test = {"count":0, "text" : "Some text"}

    Instead, use this:

    var test = {};
    test.count = 0;
    test.text = "Some text";
  • Hey Mipey. I think there's a bug in the latest build. Seems to work fine when previewing my game but the characters don't show up at all in the exported version. (Not using WebGL.)

    <font color=green>Fixed.</font>

    Google Closure's javascript minifier is one odd thing... I was using a structure (var tile = { "w":0, "h":0 ... }), which was improperly minified. Turns out that property names must not be enclosed in double quotes. The issue that Ashley once warned about was not to use Object["property"] notation, but it didn't occur to me that also included curly brackets.

    Well, javascript level up for me. Thanks for spotting the issue!

  • And the glowbugs!

  • <font size="5"><font color=red>UPDATE!</font></font>

    Apparently I'm on a roll today.

    • WebGL is now fully supported
    • added "force point sampling" property (only works in WebGL, useful if you use pixel font)
    • added horizontal and vertical spacing (kerning and line spacing) - can use this to get letters closer together
  • Yep, Skyrim is a good game. Not perfect, but enjoyable, which is a major plus in this age.

    Pssst... you can catch those butterflies.

  • I've just uploaded another update, Ashley pointed out that I was loading the texture with tiling parameter on. So now it should work nicely!

    I've also fixed offsets. For the most parts.

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  • No, it is not abandoned. There are some community members working on it from time to time. There should be a new release soon.

  • <font size="3"><font color=red>Preliminary update!</font></font>

    Right, I've implemented basic WebGL support. It's very... rough right now. A day's work.

    IMPORTANT NOTE: may have to use a power of 2 texture (there are cases when it only shows black blocks... haven't figured out why)

    ANOTHER NOTE: WebGL support is separate from regular 2D canvas context, so it should be safe to continue working on your projects using the SpriteFont. If you have an idea what could cause the "black plague" problem, let me know!

  • If I am not mistaken, XOR effect is used for masking, for example fog of war. You could use an opaque layer and a sprite that reveals layers below.

  • Scirra.

  • Oh, man. WebGL. Need to review the plugin in order to take advantage of the new renderer, while still working on "old" 2d canvas.

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Mipey

Member since 16 Jan, 2009

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