GeometriX's Forum Posts

  • I'll start:

    Name: Comic Book (black or white versions)

    PNG:

    Black:

    <img src="https://dl.dropboxusercontent.com/u/14522925/Images/Comic-Font-Black.png" border="0">

    White:

    <img src="https://dl.dropboxusercontent.com/u/14522925/Images/Comic-Font-White.png" border="0">

    Source: http://www.dafont.com/comic-book.font

    Licence: Free

    Character set: ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+-=*/()?!.,;:<>[]'????

    Specs: 43/44

    Notes: Recommended spacing is -16/-6. I had to keep the cell size quite large because the M character took up loads of space. At this setting you get a nice overlapping effect. Arrow keys were added in for my specific purpose, so I thought I?d keep them for this.

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  • Now that sprite font support is officially included in Construct 2, I thought it?d be cool to have a dedicated thread in which we share our creations. Due to the nature of font licencing, we do however need to be very careful to not post sprite fonts created using licensed fonts. No cheating!

    It's highly recommended that you use blackhornet's brilliant little app GiveYourFontsMono, or any other automating tool.

    Please post your font in the following format:

    Name: The official name of the font and/or your version of it.

    PNG: Direct image is easiest.

    Source: This must be provided so we know where it came from and that it?s safe to use the font freely.

    Licence: Free/con-commercial/Creative Commons/etc.

    Character set: Be sure to specify this if it?s different from the standard Construct 2 format.

    Specs: Width/height

    Notes: Anything you want to say about your creation, such as any effects you?ve used or recommended character width/height overrides.

  • Kurz, that's a great idea. I think we should have a dedicated thread for sprite fonts, although we obviously have to make sure that the font licences are respected.

    EDIT: Actually, I'm going to get right on that! Thread will be up in a moment.

  • I believe this is part of the plans for "modularity", as outlined in Ashely's thread here. No idea how high up the Todo list it is, but I'd imagine it's pretty high, considering its popularity in the vote.

    I'll still +1 this, just to reinforce the idea that this feature would be really useful.

  • Hi guys, just a few little niggles that I would love to have addressed...

    1) Bookmarks bar: comments are displayed simply as "Comment" - I'd really appreciate it if these could actually display the comment text. Long story/motivation: I've become quite fond of using the bookmarks bar as a bug-hunting todo list, and I always mark my buggy events with a comment above it, but when I double click on an event in the bookmarks bar it takes me straight to it, with the event at the top of the screen, thus cutting off the comment. I have to then scroll up to see the comment, which is just a little bit of a pain.

    2) Pasting conditions/actions: I often need to re-order code, duplicate actions or move them between events. Sometimes drag-and-drop is appropriate, other times copy/paste is appropriate. But every time I paste an action, it goes to the bottom of the event when that's not always what I want. I then have to manually drag it into place. If actions and conditions could be pasted directly below the currently selected action or condition, that would be a huge help.

    3) Dragging sub-events. This is really minor. When dragging an event into the sub-event position, the X threshold required to make the little white bar click into place is inconsistent. This is due to it being set by the width of the condition column, which is often different for different events. If that threshold could be fixed, say, to this position, I'd be very happy:

    <img src="https://dl.dropboxusercontent.com/u/14522925/Images/sub-event-dragging.png" border="0" />

    Like I said, these really are niggles, but sure would be great if they could be addressed :)

  • I have a colleague at work who's been deliberating since the Steam sale began. He's also decided to settle for the Steam version, despite its restrictions. I really do think that the price justifies it, so you've made a good decision.

  • DUTOIT o.O Really?

    Not that I need to worry about it, but that would be a pretty big issue for me. Or, at least, a pretty big inconvenience. Scirra should definitely try to work out that one with Valve.

  • ome6a1717, The most consistent issue has been in Windows 8. I just tested this now and it doesn't fix it.

    The JavaScript window.close() command does work, however; I've been using that for some time and it's very reliable.

  • I've thought about this many times, and have a great idea I've been wanting to implement for a while. I'd say the hardest part would be getting the game to run in the background, as there's no native way to do this in Construct.

  • It's likely that your origin points are different in each frame. To ensure they're all in the same place (not always desirable, but it probably is in this case), open the animation editor for your sprite, click the origin button on the left, right-click on the origin in the panel that opens up and click "apply to whole animation".

  • My pleasure.

    I wouldn't call it a trick; it's simply the name of the default animation for each sprite. You can add multiple animations for any sprite, but the first one is always named "default". All this event does is test if that animation is completed.

    Here's an example capx for this, for your reference and if anyone else is interested.

  • Set the number of times you want to repeat in the animation editor's properties panel, then create an event Sprite: On animation "Default" finished -> Set animation frame to 1

  • If you're considering exporting for desktop (Node-Webkit), I'd suggest that you use the JavaScript command "window.close();" instead (also part of the browser object). The browser close action has a known issue with Node-Webkit projects on Windows 8 and sometimes Win 7.

  • Go to file -> preferences. In the window that opens, click the "Reset dialogs" button at the bottom.

    I believe this issue was fixed in a recent version of C2; you should update if you haven't done so.

  • Setting it to another object wouldn't work, as the UI object's actual position is always going to be off, owing to the UI layer's parallax property.

    Assuming that you have your UI object in the top left corner, you can set the object's bullet angle to angle(Collectable.X,Collectable.Y,ViewportLeft("Game"), ViewportTop("Game")). This will just send it off to the top left corner and not, strictly speaking, to the UI object itself, but the effect is the same.