oppenheimer's Recent Forum Activity

  • I'd love to chime in here because I am a big fan of sustainable blockchains like Tezos for example. In contrary to bitcoin or ethereum (Proof Of Work) it works with so called "Proof Of Stake". The energy cost is lowered a great deal. You can mint a clean NFT for an Co2 equivalent of a Twitter tweet. The underlying technology is very upgradable, too and is said to be future proof.

    to get you started with a Tezos wallet check out kukai.app

    and for a market place example check out objkt.com

    Sorry to bump this, but I'll try to bring in some experience here.

  • i fixed those urls, ryguydavis

  • i fixed that dropbox-url, puntodamar

  • What a massive bump, sorry.

    The subject it pretty interesting, so are there any updates?

    Only the chromanin example from that site works for me, sadly the c2 plugin does not (tested in FF 34 and Chrome 40).

  • Hey mate, wanted to report (again?) that the zip archive is still broken. No probs with the stand-alone files. I'm using WinRAR.

    notnsane

    hey dude, sorry for the mess... i removed the archives due to incompatibilities between 7zip and winrar ...

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  • Mind if i ask where did you get that beautiful crystal sprite?

    i rendered this myself =)

  • Hi guys,

    in r150 quadTexUV was introduced. It vaguely states "New quadTexUV function in WebGL renderer for plugins to use for distortion effects".

    What can we expect do with it and how?

    Do we get updated SDK-templates in the near future?

    It seems pretty interesting and my guess is that we are able to code something like this:

    http://www.webgl.com/2012/07/webgl-demo-fireball-explosion/

  • in addition to that, i'd like to post a short video on shoebox' bitmap font capabilities:

    Subscribe to Construct videos now
  • blackhornet

    definately a good starting point! but i think we need to be able to adjust some things to make good use of the official sprite font plugin and the output of your tool. what about power of two textures and more control on positioning the chars?

    the thing is that bitmap fonts are a great way to bring customized / styled fonts to a game and not just a prerendered ttf/otf/etc.. but currently i dont really see a good way with the official sprite font plugin to accomplish that.

    anyways.. thanks for your tool! maybe you find the time so adjust some more features to better work with the input sprite sheets.

  • vee41

    check out that workflow with shoebox, its really awesome..

    it's like

    1) style your font in photoshop or similar in one line

    2) save as png

    3) drag & drop to shoebox

    4) output

    soo easy! i can't even imagine a convenient way with the current features of the sprite font plugin. this char-width action is cool, but i don't really see this tedious part on the users side.. more on scirras side :P

  • just found it and it's a pretty nice tool for game developers.

    especially the option to create bitmap fonts with it:

    http://renderhjs.net/shoebox/bitmapFont.htm

    it has a very smart approach on kerning the individual characters.

    the workflow of creating bitmap fonts is more than easy and pretty straight forward.

    Ashley

    would it be possible to enhance the great sprite font plugin by reading the ouput .fnt file or automate the process of individual character-spacing in some way?

    take a look at a fnt-example here:font.fnt

    (open with a txt-editor)

    edit:

    the output png is as follows

    <img src="https://dl.dropboxusercontent.com/u/6200498/Construct%202/font.png" border="0">

    i second Kyatrics opinion: Modularity features!

    it's better to have features which help us out today and are technically interesting today rather than having yet another feature that will (probably) work in a year or so.. if at all.

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oppenheimer

Member since 17 May, 2011

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