Magistross's Forum Posts

  • You could probably look inside the runtime.js of the sprite object and see how the "Load image from URL" is handled. Maybe it would be possible to replicate it inside a behavior to mod a SpriteFont object. It's important to inspect how the SpriteFont texture is managed too inside its own runtime.js, so you don't break anything with the behavior.

  • I guess in the end it doesn't make much of a difference, apart from the fact that you could ignore adjusting each of your layout's size, as you mentioned.

  • I guess it could work if you scroll with events instead of the scrollTo behavior.

    Every tick : 
        Scroll to position : X: max(Sprite.X, OriginalWindowWidth/2)
                             Y: Sprite.Y[/code:2k8xdub7]
    
    With the layout set to unbounded scrolling, this would effectively make it so the scrolling is only bounded by the left edge.
  • The whole point of unbounded scrolling is to ignore the layout edge restriction. What exactly are you trying to accomplish ? Do you want unbounded vertical scrolling but bounded horizontal one ?

  • That's what unbounded scrolling will do, it scrolls past the layout edges so it shows what's outside the layout. Since there's nothing, you simply see your background layer color, which is white from your screenshot. Simply add backgrounds outside the layout or change the color of your layer to your liking so it's not white.

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  • The fuzziness comes from the linear sampling. Changing the "sampling" property of the project from "linear" to "point" will give a pixelated result, instead of a fuzzy one.

  • Here's a more "logical" (thus less "visual)" way to do it. Also it's done in a single tick, so it has the perks of being instant. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    https://dl.dropboxusercontent.com/u/700 ... tGrid.capx

  • No problem! Regular expressions may seem daunting at first, but when you understand its usefulness, you can't do without them!

  • With a tag system, regular expressions will be your friend.

    Here's one way you could to it :

    https://dl.dropboxusercontent.com/u/700 ... ystem.capx

  • You will need some tags or another mechanism to identify portion of the document.

    In your example, you could use the "tokenat" expression with "newline" as the delimiter. This way you could retrieve any desired line provided you know its rank in the sequence.

  • You can parse the text in a multitude of ways. The right method to chose depending on your document structure.

    What does your document look like ?

  • Ashley meant that you probably have a "DevicePixelRatio" that is not "1". And if that non-one value is also non-integer, your canvas size could become irrational, which would cause your entire layout to distort here and there.

    The browser object can be used to inspect the DPR.

  • Where is the scaling set ? Layer scaling ? Could it a rounding bug ?

    If you disable all scaling, and use "letterbox integer scale" as the "fullscreen in-browser" mode, it should be pixel perfect.

  • You could try your luck with a Browser.ExecJS to check the location property of the "top" window.

    Compare two values - Browser.ExecJS("window.top.location.toString();") <> "newgrounds url"[/code:3i5gi78c]
  • Is there a call for "on dialog "X" finished"?

    Or just a way to stop everything until the dialogue is finished

    If you want to stop everything else while a dialogue is running, you will have to base your game logic around some kind of boolean variable. This variable should be set to "true" on the Dialogue_StartDialogue function and to false on the Dialogue_End function. (lines 5 and 127)

    If said variable is true, stop all other game logic, disable behaviors, etc., depending on how your game is made.