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  • ooh i got one!

    imagine metroid on ps3 or 360

    or imagine final fantasy 12 or 13 on pc taking full advantage of pc graphics

    or imagine a tasmanian devil on redbull

    or loco roco on an i-touch with tilt capabilities

    or a colony on the moon

    or a prehistoric insect on your arm

  • directx 10-point-something or 11 is supposed to have hardware accelerated 2d vector graphics, and directtext or directwrite or something to allow you to do stuff other than just display text

  • the fontsprite plugin has a full-featured editbox.

    ill post some tuts soon, but if you end up trying it

    just download the rar with the plugin

    and try the "hello world" example

    and the "start edit box" action

    there is a long list of options in there

    feel free to ask questions

    if not...what rich said

  • i think i have a possible solution. but im not at home to test it

    my break is just about over so i cant break it down into each little layer operation, but basically you make the object that must be checked as completely covered, and use the covering object as a mask,paste this to a canvas, and update collision mask, then check for a collision with the original unmasked sprite. if there is a collision, it is not fully covered.

  • hey a$$hole

    if you need to show FPS

    click "Show FPS in caption" or get FRAPS

    if you need it for something other than showing FPS

    then you probably don't really need it

    and you're just too stupid to figure out how to use timedelta for your purposes

    if you need help, stop being so disagreeable, explain yourself more clearly

    so someone smarter than you can think for you

  • if you've never seen one of these before

    it's pretty neat, especially if you've also never taken any hallucinogens before

    click on "click here to get trippy"

    then stare at the center for 30 seconds

    then look at something else, like your hand, or the wall:

    http://www.neave.com/strobe/

    there's also a swirly one out there if you care to find it

  • After using the plugin a bit I have a suggestion, I don't know how hard it would be to implement, tho.

    At the moment all sprites are aligned by the top. Is there any way to make them aligned by their hotspot instead? It's a lot faster and easier to move hotspots than it is to resize the canvas and move the images.

    there is a set "y-offset" command that allows you to choose how up or down a letter is placed. i could also add a "automatically set y offsets to hotspot function." there was a reason i chose to ignore the hotspot initially, though i cant remember at the moment:), it wasnt for no reason.

    Hi everyone.

    I'll be using SpriteFont for my game, but was holding off on implimentation until it was safe to put it in. Last I know there rwas a warning that the current version might not be compatible with the eventual final version. Is that still the case or is it safe for me to begin using it in my game?

    thanks

    you can begin using it and be safe. all the main features have been implemented, and a have a decent understanding of how upgrading affects caps made with older versions now.

  • What did you mean by:

    "no, shouldn't be bad

    that's how scrolling works"?

    thats how scrolling works in the plugin. it destroys and creates every time it moves.

    i'll have a look into changing this, and see how much i'll have to change. i did the destruction/recreation thing when i first started the project, before i knew anything about object picking and how easily and efficiently i could store pointers to each sprite created, which it does now for other purposes, like "for each letter", and "pick current word" picking. i'll try to redo this aspect. i'm a little wary though, because these original poor design choices are deeply embedded in thw word wrap code, which is fairly complex.

    now that its storing pointers though, it doesnt make sense to destroy and create every frame. but yeah, construct seems to have no trouble destroying and recreating a few hundred or even a thousand objects each tick

    > what was that now?

    > like multiple instance of one spritefont object

    > and if the second one shows text, the first one stops showing text?

    >

    This one's the problem.

    i think i have an idea why it's doing this.

    should be an easy fix if i'm correct. i'll have a look. expect a fix in the next day or so.

  • Creating multiple of the same SpriteFont and they aren't Always set to a text still makes old ones stop showing text.

    what was that now?

    like multiple instance of one spritefont object

    and if the second one shows text, the first one stops showing text?

    or one spritefont, and you tell it to showtext twice?

    if it's the second one, yeah, it's like textbox, if you tell it to show something, it stops showing the last thing

    [quote:398b18el]

    Side note, would Always showing a text be very processing-heavy when put in a game, considering it constantly creates and destroys 100+ sprites?

    no, shouldn't be bad

    that's how scrolling works

    also there's a trick if you ever start making long story scenes and you do get slow down

    make a canvas

    attach the spritefont to the canvas (there's an action to attach to an object)

    Write Text(not show text) - absolute (not insert)

    then

    On Any Letter Written

    Paste To Canvas

    Destroy Sprite

    On Last Letter Written - Clear Text

    this would paste each letter one at a time on a canvas and then get rid of it

    so there would never be more than one letter on screen at a time

    you clear the text when you're done, so you don't accidentally try to make fontsprite access those sprites after you destroy them. I think I made it double check in most cases

    but of course, trying to do something to a destroyed sprite would crash the game

    this would get your whole paragraphic

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  • you could just have a function to create and set all the options

    and yeah, personally I would usually use it as a static object

    but I can see it used in other ways as well,

    like he said, he wants it to be words balloons, much easier as separate things

  • you'll notice however, that if you don't rearrange the events so the right click event is after the ShowText event, it'll still seem like it's still not working

    if you show text in the same event sheet, after you destroy them, they'll still put the text to screen that one last time

    then be destroyed, and unable to erase it

    arrange events so they don't put text to screen after you destroy

    you can do this :

    always, put text to screen

    on right click destroy

    and it'll work

    if you do

    on right click destroy

    always put text to screen

    like I said it's not just fontsprite object

    if you take a normal sprite and do:

    on right click destroy sprite

    sprite:spawn sprite2

    they will still spawn a sprite after they are destroyed on that last go through the event sheet

  • I just mean,

    imagine creating a function to create and retrieve imagepoints

    you would store an x and y offset value, and then on retrieval and then use something like trigonometric functions to calculate the current location of the imagepoint

    I'm trying to find out if that's how they work in construct, or does construct use some kindof special feature of sprites to retrieve the location of the imagepoint pixel or something

    basically to figure out if I would save any time by using actual image points or by using the aforementioned trigonometric functions. in this instance, I would be creating a sprite just for the sake of using the quicker imagepoint retrieval if that was the case. the sprite wouldn't be needed otherwise.

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lucid

Member since 16 Jan, 2009

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