lucid's Forum Posts

  • <img src="http://dl.getdropbox.com/u/1013446/spritefont/Untitled.png">

    SpriteFont (Release Candidate)

    SpriteFont!

    includes simple "hello world" example cap

    this is a very large plugin with alot of features, and will require good documentation

    I will get to that as I can, however, for now you can play, and I check the forums several times a day, and I will gladly answer any questions you may have

    Changelog:

    BugFixes:

    • Fixed Set Write Speed
    • Fixed Several Crashes and Visual Errors with ScrollWrap
    • Fixed Conditions not displaying icon on EventSheet
    • Clear Text now clears text in memory as well as visually

    Features:

    • Set Character Range by String (so you can say "AGHIF#$52" if your sprite frames are out
    • of order, and you just want to specify the order with a string)
    • Set Text Formatting properties in properties pane
    • Scroll values now float instead of integer
    • Added private variables
    • Added pause writing, resume writing
    • No longer necessary to Show Text after a scroll to update view
  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • can you serialize these or does it require information created each runtime?

  • thats the spirit!

  • im going to attempt to do pitch shift/ and time stretch (what sol is talking about) fr my personal game engine

    if it works, ill release that part of it as a plugin

  • btw, the release candidate for the spritetext(better name?) plugin will be uploaded tonight.

  • this isn't to tease

    there's just to much to explain in the update for me to just upload

    and not enough time before I leave to work to explain it now

    but I have the possible final version ready

    with all bugs and features currently on the tracker fixed or implemented, respectively

    also a few bugs that weren't on there

    I should be able to upload it tonight

  • you're being quite vague though, so no one knows what you mean

    I can't even make an example, because I have no idea what you're talking about

    move smoothly? so you do want it to keep moving?

    explain a little further, you don't have to give away your game or anything

    you can just say

    I have a sprite, I want it to start moving down

    and stop at a certain point

    or whatever

    there's a good chance we can help you do what you want, with or without lerp smoothly,

    but right now, I'm not sure what you're asking

  • there are alot of symbols you might never use in text like ~ or ^ or },], or |

    that you can replace with symbols of your choice

    as far as changing the color, you can easily cycle through and replace a word with a certain color tint

    like (assuming the sprite containing your letters is called lettersprite)

    For Each Word In Phrase
    compare currentword = fire
    [ul]
    	[li]lettersprite-tint = red[/code:1edec5fs][/li]
    [/ul]this would find any sprites making up the word fire in your paragraph, and tint them red
    
    also for symbols you could do something like (if you need every ascii character, and can't sacrifice any for special symbols
    [code:1edec5fs]if current word = "(~_^)"
    -for each letter
    --currentletter = "_"   <----the center underline in that little symbol
    ---system-create SpecialHappySprite at LetterSprite.x,LetterSprite.y
    --always Destroy LetterSprite[/code:1edec5fs]
    this would find any sprites making up the 'word' (~_^) and put your SpecialHappySprite in the middle of it, and destroy the original sprites making up the word (~_^)
    
    the currentletter, and currentword exressions combined with the ForEachLetter and ForEachWord conditions allow you to do very powerful and flexible things
    you could also change the size or position of certain words, only if they were in certain positions
    
    Set Text "fire! there is a fire in the house"
    For Each Word
    ---currentword == fire
    ------position in phrase = 1
    --------------make red
    
    would only make the first word red if it was fire, but not the other fire
    also, since they are sprites, you can do other things to them, like make them fade in and out, etc
    anything you can do to sprites;
    
    don't want to get too far off track here, but I'm not sure what you were trying to do so
    you can also do things the other way around, like
    
    if mouse is over LetterSprite
    ---pick current word
    ----if currentword = "hyperlink"
    -----tint red
    
    and lastly, if youyou had rpg dialog writing text letter by letter
    and you set your special little "press A to continue" symbol to be < let's say, and 
    you can use it as a cool icon, and a control character
    [code:1edec5fs]
    write text "this is an RPG dialog. press a to continue<"&newline&"and it wouldn't get to this part until after you pressed a, if you added the code:<"
    
    on letter typed "<"
    pause writing
    
    on A pressed
    resume writing
    [/code:1edec5fs]
    so you could have classic rpg dialogs that scroll to a certain point, then wait for input before they continue typing
    
    that is all for today 
    glad to see interest around this again
    I'll finish it this month yall
    sorry again for the delay
    
    and then when your mouse was over a word
  • if you were just using it for games

    and money is not an object

    and these are your only two choices

    would you get an ITouch, or a DS, and why?

    my brother is buying a birthday gift for himself, and he's torn between the two

  • template.csx

    sounds like one of my unfinished plugs

    or maybe someone else's

  • I'm still a little vague on what you're trying to do

    but timedelta is for timebased things

    like objects moving and animation that happens overtime

    unless you want the y-coord to be changing, you should have that there at all

    aside from that, I kinda don't know what you're trying to do

    but it sounds like you might have a picking issue in there as well

    but as an example

    lerp(a,b,t)

    gives you a number between a and b, determined by a 0 through 1 value of t

    <img src="http://upload.wikimedia.org/wikipedia/commons/8/89/Bezier_1_big.gif">

    lerp(2,4,0)

    would be 2 because it's all the way to the first number

    lerp(2,4,0.5)

    would be 3 because it's .5 of the way to the second number

    lerp(2,4,1)

    would be 4 because it's all the way to the second number

    also, if you just want something 16 pixels below where it already is

    you can just do y = .y+16

  • it's very easy to use, and won't take alot of events if you decide to remove it later

    also, the custom controls was something David mentioned in chat as an idea they were putting on the table. it hasn't been officially announced, and I don't know of whether it's a sure thing, or how long until it would come out

    I would recommend it

    it can't hurt anything

    there's a good chance if there isn't a 360 controller custom thing

    in the next month I might be able to add it next month

  • Control(int _player, std::string _control, int comboc)

    {

    player = _player;

    control = _control;

    c = comboc;

    }

    what's the comboc for?

  • you could sort of have customized controls with that

    get control state, gives you the condition of a current control

    such as "fire", or "jump"

    it tells you the status of that control

    and set control allow you to set the state of a control as if there were a button or control pressed

    I made a custom controls plugin at one point

    but it was before the xbox360 plugin, so it only works with keyboard

    I was originally going to upgrade the plugin to take advantage of the new control system, and automatically work with built in behaviors, and the 360 pad, but I believe that david has plans to integrate custom controls into the official plugins

    but it is very simple to make it work with built in behaviors, and the latest reply to the topic explains how

    read the first part of the thread for a tutorial of how to use the plugin

    if you have any questions feel free to ask

    hope this is helpful:

    you can try the

  • edit:nevermind. im making the plugin