andreyin's Recent Forum Activity

  • Took me a while but I found a way to do it - using this program http://www.cr8software.net/typelight.html I was able to open the .ttf font by going to Font -> Metrics -> Advanced and clicking the "Calculate automatically". Then I just saved and reinstalled the font. Now the "regular" options shows up and works perfectly on the SpriteFont Generator.

  • You can update and still export to CocoonJS - just right-click the export options window and choose "show deprecated exporters".

  • This has come up before:

    >

    > I've had another look, and I've come to the same conclusion. I can't control the aliasing mode - MS just doesn't provide the control. There's nothing wrong with v1.x. I just couldn't provide the outline support in the older framework. It still works fine when absolute control over aliasing is required.

    >

    As for the Bold issue, again, the font dialog is a MS dialog that I have no control over. I tried the same font, and it insists on reporting Bold. There's not much I can do about this I'm afraid.

    That's too bad... I'll find another font then. Still, thanks for this tool!

  • blackhornet

    First, thanks for this amazing tool! I've been having some problems though...

    • On version 2, is there a way to turn off anti-aliasing? Everytime I try to use pixel fonts it forces the anti-alias.
    • On version 1 I don't have the anti-aliasing problem, but some fonts insist on being bold when I pick them.

    Hopefully you can help me out. Thanks!

  • I'm looking for more freelance work! Bump with more content:

    I made this game for GBJam this year:

    http://gamejolt.com/games/adventure/arc ... ndy/31814/

    I've also began studying random map generation and the online multiplayer object and came up with a mix of both. You can read about the whole process here and download the .capx to modify as you wish:

    http://asteristic.tumblr.com/post/96035 ... -object-in

  • Thanks a lot R0J0hound ! I was actually messing with your "random room generation" example. When you load the rooms you used the tickcount method, so I was messing with it to see if the rooms could be loaded later.

    I totally get it now, thanks!

  • I have a small question. I have some code that loads up some rooms at the beggining of the game, and it works fine if I use tickcount (since it's on the beggining), but I was trying to move this code so I could use it later by replacing it with a loop. So I'd like to know what's the difference between this:

    For "t" 1 to 30 do -----

    And this:

    If tickcount > 30 do -----

    Aren't both supposed to loop 30 times? The "for" got stuck on an infinite loop when I tried it out. The way I found to fix it was to create a variable and add 1 to it if it's under 30 (since the code will update every tick).

  • The demo isn't working for me, it shows this:

    http://i.imgur.com/jyN8McL.png

    And the page keeps on loading. Using Chrome 36.0.

  • Just saw the update too, awesome! Can't wait for it

  • I haven't! ):

    The current SpriteFont object won't allow you to change the Y offset..

    It's probably doable though if you have 2 SpriteFont objects one on top of the other, then somehow only showing the colored letters on one of them. Not sure how to achieve that though.

  • These are the most trippy graphics I've ever seen in a game. Played it a bit and liked it.

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  • No, that only gets the angle of the whole tilemap object.

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andreyin

Member since 11 Jan, 2010

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