Joannesalfa's Recent Forum Activity

  • How do spritefonts work for unicode text?

    My main issue is if we only support the typical 256-character ASCII set, we're effectively cutting out lots of non-european languages like Russian, Chinese, Japanese, etc. So far AFAIK all the official plugins and features in the whole of Construct 2 work equally well for all users due to the unicode support throughout. I would hesitate to add a conspicuously ASCII-only feature, especially if it would take lots of work to implement. I prefer web fonts because they don't have this problem and can work with the full range of unicode characters (providing the font supports it, but at least it's possible).

    What do Japanese games do with regards to spritefonts? I have no idea, but I would guess they just pre-render text to images, since spritefonts don't work for that language.

    Ashley

    It's same to webfonts, some font don't support non-european characters like chinese, russian, etc. There a fallback if a font doesn't support, it would go to Arial or some full language font.

    Also the text can be blurry in BB10, then spritefont doesn't.

    Spritefont actually supports any kind of language depends on implementation. I believe spritefont is the best to design own fonts with styles such like textures, outlines, .

    <img src="http://i.imgur.com/rq7yCYA.png" border="0" />

    <img src="http://i.imgur.com/AQelAxU.png" border="0" />

    Bitmap fonts are part of videogame culture.

    Everyone loves spritefont, why are you just denying?

  • It's already on his TODO list

  • breackzin there a lot of way to do webGL effects, it depends to implement on C2. Take a look.

    http://glsl.heroku.com/

  • You're only telling is for windows.

    There a page would explain us how to change icons for crossplatform

    https://github.com/rogerwang/node-webkit/wiki/Icons

  • The license is a .txt file which is registered to you to link C2

  • Solved, I figured out it needs to be "string"

    Like this

    Browser.ExecJS("screen.availWidth")

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  • I found something:

    The window.navigator.language shows locale of current system, the default one is en-US if node-webkit cannot dig out locale information. You can use it to implement l10n functions.

    l10n functions? isn't c++ or javascript?

  • github.com/Joshwlsn/waterworks

    I don't know how to install node.js module inside of node-webkit exporter

  • https://github.com/rogerwang/node-webkit/issues/24

    I really don't understand why they implemented en_US as default browser language that can't expose to system locale.

  • Steamworks doesn't say anything about Javascript

  • Hi guys, I have a problem about Node-webkit browser language, I've tested with Browser Language expresion to compare "en" and "es" as english and spanish, It worked with Modern browsers and CocoonJS, but Node-webkit doesn't. The problem is node-webkit exporter the default language is en_US that it's broken, in that case you can't export a game with language detector.

    Is a bug?

  • I'm looking a workaround to this javascript code is used to make HTML pages:

    <script>

    document.write("Available Width: " + screen.availWidth);

    </script>

    How to convert it to ExecJS in C2?

    Thanks!

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Joannesalfa

Member since 8 May, 2011

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