andreyin's Recent Forum Activity

  • actually just looked and you can upload a ZIP per depot. so basically you build your shit out, zip it then upload the zips through the web interface in steamworks. Definitely worth a try!

    WHAT!! I had no idea this was possible, would save me a ton of time of setting up steamworks, wow! Thanks for the tip!

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  • Here's a mirror for the canvas plugin:

    1drv.ms/u/s!AuQM7MihYyx4jfgROH1bpMA-N9GgTQ

    Edit: I just heard this is an older version of it (2014). Apparently there's a newer one I don't have.

  • PlayerEmers

    Here's a link for the last version that was released:

    1drv.ms/u/s!AuQM7MihYyx4jfgQ1cLpmH9VaTzm_w

  • andreyin here is a new Link, example file included:

    https://www.dropbox.com/s/6e45lxzataziwyt/orun.zip?dl=1

    Thank you!

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  • Does anyone have a mirror for this plugin?

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  • Try using repeat and setting it up like this:

  • Like Chadori said, a spritefont only uses characters you've assigned to it. If you want full support for all characters you're better off using webfont that supports these characters.

    The same would happen in any game engine or game for that matter. When old games were localized the devs removed Japanese characters to make way for English ones.

    The game I have on Steam supports tons of languages, so I had to add each character used in these languages to the spritefont. In my case I even support the Chinese language. To do that I asked the translator to send me every character used along with the translated dialogue, so instead of adding all possible characters to the spritefont, I only used those that I knew were necessary - still it was a LOT.

    imgur.com/a/LuzMxSS

    But for name input, there's no way out I think. Your best bet would either using webfonts, or making a keyboard in your game that showed the available letters that the player can use.

  • There's no way to do that quicky with any kind of software.

    Imagine you have a word document (or even notepad). Each line has a random number, and linse go up to 1000. If you wanted to replace all the 5s in the file, you'd use "search and replace", right? What it does is that it goes through every line checking for a 5. If it finds one, he replaces it, but it doesn't directly go to where 5's are magically and change them.

    Tilemap data is the same, it's just text. Even if there was an easy action to be able to change a tile like that, it would still have to check every other tile to make sure there are no 5s, and it would be the same as you yourself making a loop event that goes through all your tilemap checking for 5s.

  • There's already an action for this in the tilemap object:

  • Hi,

    This new ad thing is ridiculous. I'm not going to buy C3 and an ad being shoved in my face in the middle of the posts for SURE isn't going to change my mind. I wouldn't mind if it showed somewhere else, but in the middle of the posts? Ugh.

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andreyin

Member since 11 Jan, 2010

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