Thndr's Recent Forum Activity

  • Perhaps we can have Ctrl-F trigger the ribbon to appear on the correct spot and have keyboard focus put on the Search box?

    I know I try to do Ctrl-F before manually clicking to reach the search box every time.

  • I feel that even if it's webGL only, for minor features like this as long as the user knows it's WebGL only I see no harm.

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  • Yeah, I agree that there should be more native export support with the Node Webkit API having so much ability to do things. (probably through the node-webkit plugin)

    I don't think EXE size is an issue because it includes a lot of stuff that C2 doesn't use yet but potentially could. But I have to agree that a 4mb game exporting to 40mb with webkit is surprising to many people.

    However an idea of a modular local viewer is a neat idea, but would probably take a lot of work.

  • Yeah, but still needs a way to resize to a specific size you want and potentially lock it in that size to allow only specific sizes when it's not fullscreen.

    I have a game that is Gameboy resolution (because I can) and you have to manually resize it to be bigger. I would love to have a 1x,2x,3x,4x,fullscreen option for it.

  • Another way is you could use the WRAP feature, and not code a single event.

    Just the bullets speed and directions, and have it wrap around layout or viewport depending on what you want. Sure it limits you as there's no variation, but it's easy.

  • Sometimes the best results come out of boredom. :D

    I liked the Strandard II game, and played Massive Mod for a while with it so this kind of idea seems like something that could be done successfully.

  • Yeah, look at what Rex has done with his plugins.

    The SDK manual would have more information, but everything C2 does is via the same plugin system (sprites, arrays, texts, behaviors). This modularity should allow you a lot of flexibility.

  • With the new Image Deduplication feature on the latest beta, there's no reason to use the same object as you can make a new one and it won't add anything more as you're using the same image the other objects use. (Current stable version doesn't have this so each sprite/frame that has the same sprite just has their own copy of the image they use)

  • With the 'on animation finished' condition you can do that. I use 'on animation finished' and 'on animation frame' for logic to have animations transition and to spawn damage boxes.

  • +1

    If you take the INT output of a boolean instance variable, it's a 0/1 depending on false/true. I think having global variables to have the option of "boolean" makes sense for display purposes in the editor.

  • If you're going for a full on Sprit Font plugin, and not a tilemap plugin with font tiles, then you also should support variable width sprite letters as well.

    However I personally believe that a tilemap plugin with character mapping capabilities should come first. The current spritefont pluging kind of does that, through a string, and aligning Nth character with Nth tile (based on tile size and image zie). The characters in the string are all unicode so you can assign any letter to anything (as long as you make the tile).

    I'm not trying to usurp the thread for tilemaps entirely, but static-width spritefonts are just custom tilemaps in their own right and have a larger overarching reason to be implimented (thus more reason to impliment spritefont tile assignment)

    Spritefonts can be artistically modified more than a regular font/webfont could be. Since font creation tools have no central Game-Maker hub for people who would need to make one, it's easier to make your own graphical font via illustrator or photoshop as you can guarantee the outcome rather than looking through 1000 fonts and still being confused and unable to find out how to make one of your own. (Font making is pretty niche, as most people don't give it much thought)

    However if you're going to need a basic font, not a graphically enhanced on, I do recommend FontStruct and Font2Web (Fontsquirrel still has issues with FontStruct). As with creating any font, you would have to create support for whatever unicode characters you will use (All fonts don't have all characters so even random webfonts may be incomplete, all the more reason to make your own webfont/spritefont)

  • With webfonts you can do a lot especially if you can design your own. (Fonstruct is a good web based app) Should be easier to do if font selection/creation was an easier task (Seriously, I had to look for hours on how to make a webfont), so just a sprite-font would be low on the list of things TODO sadly :(.

    Although with the April poll having Tile-Map support requested, I can see using that for fonts as well and becoming a more important thing on the TODO.

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Thndr

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