Kazan's Recent Forum Activity

  • Thanks guys.

    I managed to fix the issue. I was loading the font in each layout instead of right at the start of the game. Not really sure why that would cause problems but for whatever reason it did.

    Everything seems okey dokey now. Thanks for the help though.

    And yeah, my computer and I are going to have to have a little "chat" soon. I think one possibility why it chose comic sans is because I was using a "comic" book kind of webfont. Maybe that was it.

  • Having some issues with loading webfonts via node-webkit, in an exported .exe file.

    Works absolutely fine in the browser though. Another oddity, it displays a comic sans font in the exe...

    Nowhere in the project have I picked a comic sans font for the text object, it's always set to arial by default. Anyone else have this issue? Or know how to fix it?

    Thanks guys...

  • I saw a couple posts about this issue but they were animation related.

    The problem I'm experiencing is that when I export a game via Awesomeinium to the desktop and play it the frame rate climbs into the thousands.

    Some functions like the system wait command seem to get ignored as well.

    Is there no way to lock down the FPS to 60 or 30?

  • This is probably fairly basic but maybe I've been trying to do this for too long.

    I'm trying to do a simple effect really. When I left click with the mouse I want a specific layer to rotate smoothly to -30 degrees.

    Using lerp this is what I got:

    Set layer 0 angle to lerp(layerangle(0),-30,0.5*dt)

    Now that works...kinda, but when I click it only rotates in small increments, it doesn't completely rotate in one smooth motion to -30 degrees. I have to keep clicking repeatedly.

    Tried doing this with other layer effects as well like scale and position, same deal.

    Oddly enough, if I use an on mouse button down instead of just clicking it works fine (well, it repeats endlessly but it works).

  • Kyatric

    I've been watching a lot of The Wire lately :P

    Great input so far, differentiating characters by having them swear more is interesting.

    Seems that so far the general consensus is to take it easy with the cuss words and to use them for "impact". I agree, I don't want dialogue revolving entirely around harsh language of course. But it's surprisingly difficult to find a middle ground with it sometimes.

    I'm not quite sure how swear words would "pull" me out of the game though so maybe someone could clarify. Do you mean that if a character says the "F" word for example you might find it say.. shocking? And that's what breaks your immersion?

    Thanks a lot guys!

  • I prefer Zbrush's UV master, but 3D coat is indeed a tool I mess around with a lot.

    Glad to see it's getting more and more popular.

  • Hi there guys, I would like some of your opinions on cursing in video games.

    I've been writing a game script, a murder mystery set in the modern day. You play as a police detective who is... *shock* trying to catch a serial killer.

    I'm keeping the content fairly adult oriented for the most part. So a little bit of swearing is natural. But I find that when it comes to writing the dialogue for these characters that I just want to make every other word a curse word for some reason. It's just how a lot of people talk nowadays, especially in the police profession.

    My question is, how much do you think is too much? Does it not bother you at all? Do you hate it? Are certain words not appropriate compared to others? etc. etc.

    This is actually an issue that as a writer I've been struggling with for some time. You're feedback will be most appreciated :)

    Discuss!

  • <img src="smileys/smiley26.gif" border="0" align="middle" />

    Thanks lol

  • Hmm, this is getting there. One more issue has cropped up though.

    If you try using the same destination text box (DestText) more than once, the text gets displayed immediately instead of being typed out. Most likely because you haven't told the count to reset, so it stays at whatever value it ended at.

    How do you reset the value of "len(DestText.text)" though.

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  • And that will work completely offline? Wow. It's confusing to me though, if I can just import a font, why do I need a .css sheet at all?

    Oh well...

    Thanks a lot Wildmedia, I'll try this out when I get home tomorrow!

  • Hi all,

    I'm working on a desktop game, exported with awesominium, a game that has a LOT of dialogue in it. I want to use a custom font for the game but I'm really running into some road blocks trying to do that.

    Bitmap fonts are out of the question, the Spritefont plugin creates multiple cached textures of each text instance, so that just isn't realistic when it comes to performance. Especially in a game that has 50+ text instances on each layout. I may as well just create static .png files of each dialogue in photoshop >.<

    Web fonts are also a no go, I can't force players into a game that requires an always on internet connection just to download a single font.

    *sigh* This is getting quite depressing actually.

    Then I saw this: ruel.me/blog/2011/02/03/using-google-fonts-locally

    If I'm reading that right, I understand I can download a custom font, but basically "fake" it as a web font, even though it's stored locally.

    Would that work? I'm not able to test this myself as I won't be able to get in front of Construct for the next few days. I hope it does, I'm out of options here =

    Any ideas?

    Thanks for listening to me ramble...

  • Thanks, I'll mess with it but I seriously doubt math will ever be my friend.

    Would anyone be able to provide a simple example using this method with what I want to do? Would make learning this a whole lot easier.

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Kazan

Member since 15 Jan, 2012

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