skymen's Recent Forum Activity

  • Waltuo I will try to add them for the next update.

    andreyin No indeed they are not necessary and I removed them. I'll put them in the next update.

    In the meantime here they are:

    https://mega.nz/#!lxl3hJ7K!ZM-i48W_lCSQ ... YdRDaBBrT8

    https://mega.nz/#!45UngYTB!tpdY7jxAml-p ... H_bXu8rxGE

    newt Indeed changing dt does indeed change the speed of the animation (except the Shake one as it's based on random, so you can't really have a "speed" for that). However I still think that being able to change speed case by case is better as timescale can sometimes work weirdly, and it's still a global value, so not that flexible.

  • Waltuo Hi,

    At the moment it is not possible, however I can add it in, but it would make using tags for animation a bit harder: You'd need to add another value to the tag containing the speed value. (aka <X Swing> becomes <X Swing 25 25>)

    I guess I could use a thing that makes it so the default value for strength is used.

    Or I can make it a global value that applies the same speed to everything.

    Tell me what you would like to have in more details and I'll try to add it in if you really need it.

  • GameeApp Are we allowed to submit more than one game? If yes what does it imply?

  • Is that 5mb limit important? It greatly limits the type and number of assets we can use. That means that most games with HD assets will not manage to get under that limit easily. It would probably get crushed with just a few backgrounds.

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  • Hey all. I published a new plugin to the Scirra store about a month ago and I forgot to ever talk about it.

    Basically, when I published my Text Alignement plugin during the summer, I wanted to do the same for Spritefont too.

    plugin-text-alignement_t194673

    But I also wanted to add a lot more features to it, including per character animation.

    This lead to lots of hours spent doing it and it was finally released at the beginning of 2018.

    You can try it out here:

    http://spritefontdx.surge.sh/

    You can see a quick implementation of it here:

    http://sfdxdialogue.surge.sh/

    You can learn how to use it here:

    http://sfdxexplained.surge.sh/

    You can get it here:

    https://www.scirra.com/store/construct2 ... eluxe-4093

    I appreciate any feedback, so if you like the product, find a bug or feel like something could be improved, please tell me, and I'll do my best to meet your demands.

  • Spritefont Deluxe — Now for sale in the Scirra Store!

    https://www.scirra.com/store/construct2-plugins/spritefont-deluxe-4093

    <p>This product contains the plugin SpritefontDX and the behavior SpritefontDX+.</p><p>The new features of the plugin (compared to Spritefont+) are:</p><h3>1 - Parameters</h3><div class="deshr"></div>

    • "None" wrapping mode
    • Alignements now with a value from 0 to 100.
    • "Clamp Alignement" that clamps alignement between 0 and 100.

    <h3>2 - Actions</h3><div class="deshr"></div>

    • Redraw
    • Set [Horizontal/Vertical] Alignement
    • Set Character position array: allows you to pass a C2Array in JSON format to control individual character position and angle
    • Set clamp alignement
    • Set wrapping

    <h3>3 - Expressions</h3><div class="deshr"></div>

    • CharPos: Returns the character position array
    • HAlign: Returns the horizontal alignement
    • VAlign: Returns the vertical alignement
    • FullTextWidth: Returns the width of the text if it was drawn on a single line.

    <h3>4 - Other</h3><div class="deshr"></div>

    • Long words on word wrapping mode (aka words so long that they, alone, are wider than the object) now wrap by character. This only affects the concerned word.

    <p>The behavior SpritefontDX+ ONLY works with SpritefontDX. Any use of it on any other Spritefont plugin may cause some bugs.</p><p>Its new features are:</p><h3>1 - Parameters</h3><div class="deshr"></div>

    • Refresh Mode: If set on Auto, the behavior will take care of redrawing the text. If on Manual, you will need to use the plugin's Redraw Action.
    • Refresh Rate: The number of frames the plugin should skip before redrawing. Aka, the text wil redraw every X frames.

    <h3>2 - Actions</h3><div class="deshr"></div>

    • Set Text: Allows you to set the text with tags that will be used to generate a character position array that will then be passed to the plugin for single character animation.
    • Set Refresh Mode
    • Set Refresh Rate

    <h3>3 - Expressions</h3><div class="deshr"></div>

    • TextToArray: Returns the generated array from the passed text containing tags
    • TextToParsed: Returns the cleaned text from a text containing tags.

    <h3>4 - Other</h3><div class="deshr"></div><p>A huge part of this plugin lies in the fact that it supports per character positionning. All of this is explained in the 3rd demo. I recommend you try all 3 as they are a lot better than words at explaining stuff.</p>

    Use this topic to leave comments, ask questions and talk about Spritefont Deluxe

  • Hey all.

    I've been pretty silent recently because I didn't have much time to work on anything.

    But I'm back with a new plugin I've been working on for quite a while: Spritefont++

    Basically, here is what it does:

    The plugin is somewhat ready, still needs some bugfixing, and I'll make a behavior that adds a few optional features to make its use easier.

  • Hi, I'd like to report a bug.

    The converter won't port ACES to aces.json properly if a ";" is missing at some point.

    And as it works with or without the ";" (and in the template provided, the commented lines for ACES Params don't have any ";") there may be cases, like mine where part of the ACES in edittime.js lack said ";".

    AddStringParam("Tag", "Enter the tag to reference")
    AddExpression(6, ef_return_number, "Layer", "Movement", "Layer", "Returns the Layer of a tag");[/code:8af6cue3]
    
    For instance, this wouldn't let expressions convert properly.
    
    You may wanna take this into account for any next update you'll be doing.
  • I'll try to look into it

  • You're welcome! If you think I can add anything, feel free to tell me.

  • DOWNLOAD: https://drive.google.com/open?id=0B2mWg ... 29UZllpRUk

    WARNING: THIS PLUGIN WILL ONLY WORK IN PREVIEW MODE

    Basically you can now add, substract, set, check, compare instance variables by name. You can also retrieve the array of the variable names and the array of the variable values for advanced control.

    ACES:

    Actions:

    Conditions:

    Expressions:

    WARNING: THIS PLUGIN WILL ONLY WORK IN PREVIEW MODE

    DOWNLOAD: https://drive.google.com/open?id=0B2mWg ... 29UZllpRUk

  • >

    > >

    > >

    > > do you think you can add a function allowing to change the horizontal / vertical alignment and the hotspot at runtime?

    > > At the moment those actions do not exist.

    > >

    > > Thank you!

    > >

    > > Regards

    > > Andy

    > >

    >

    > Hey AndreasR,

    >

    > I could do it, but there's no need because I know skymen is already working on such plugin. He already made the Text Alignment and will release the SpriteFont type one soon as well.

    >

    That sounds great. Thanks for that hint!

    Then I'll wait for this plugin to be released

    Yeah, however changing the hotspot at runtime is not possible. We've asked Ashley and hotspot is part of these object parameters that are never supposed to get updated as most other parameters such as position, size and angle rely around it. So changing the hotspot at runtime just breaks the object, or doesn't work at all.

    Also I already made all the TextAlign features into Spritefont+, but I wanna add some other stuff that I'm not even sure I'll be able to add. Worst case scenario I'll just release the plugin as is and workout something else later.

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skymen

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    Sometimes I do some cool stuff in Construct. Sometimes I like to talk about it.