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  • Pretty stoked about this but wouldn't it be better to have it use individual sprite frames/instances for the characters instead of a single texture a la Rexrainbow's "text by sprite" plugin? It'll be much more versatile that way..for instance, you can set the properties of individual characters or words in a single string or apply shaders, or have each character play an animation or something as the string is being typed out. Doesn't look like that'll be possible with this one.

  • Hey Rex

    It seems it's not possible to create a tile object by the tileset name it uses nor the layer it's in. Is that correct?

    Here's what I'm trying to do:

    I have a tileset named "TS_Blocks" and each tile in it has a property called "Type" that is a string. They are placed as tile objects in an object layer called "TS_Interactive"

    I want to check if any tile objects are on the layer "TS_Interactive", then create the tiles, then set their animation to the "Type" property I gave them in the tileset.

    I tried...

    +On Each Object

    +TMXImporter.LayerName = "TS_Interactive"

    -Create tile at x,y

    -Set animation to TMXImporter.ObjectType("Type")

    but that won't even create the tiles. I then tried naming each tile object after its placed, then creating them by the object name instead, but then I could get it to retrieve the property "Type"! Any ideas?

  • There's a 3rd party node webkit plugin that allows you to change the window size, but you can't retrieve the screen size to position it in the center...Ashley's been talking about an official node webkit plugin for this stuff for ages but I haven't seen anything...

  • czar scirra.com/forum/topic69032.html

    Already more powerful than spritefont in certain ways. Missing a few features though but I can't complain!

  • This is brilliant. Great work man!

    Is there any way to loop through the string and change a property of a single character or whole word? Not sure how that can be done with events.

    Also would it be possible to have a mode that spaces each character based on its size? That would more or less allow kerning - not all bitmap fonts use fixed size characters!

  • 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!

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  • 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.

  • 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!

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Tokinsom

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