SpriteFont (v0.99.5RC) - new update, small bugfixes

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Post Options Post Options   Quote lucid Quote  Post ReplyReply Direct Link To This Post Topic: SpriteFont (v0.99.5RC) - new update, small bugfixes
    Posted: 01 Jul 2009 at 12:01am

SpriteFont (Release Candidate)
[size=150:itq2159s]SpriteFont![/size:itq2159s]

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:
9-17-09, several small bugfixes, retry caps especially ones with SetByString and random crashes



[list:itq2159s][*:itq2159s]Fixed Set Write Speed [/*:m:itq2159s]
[*:itq2159s]Fixed Several Crashes and Visual Errors with ScrollWrap[/*:m:itq2159s]
[*:itq2159s]Fixed Conditions not displaying icon on EventSheet [color=#00BFFF:itq2159s]// thx rich[/color:itq2159s][/*:m:itq2159s]
[*:itq2159s]Clear Text now clears text in memory as well as visually[/*:m:itq2159s][/list:u:itq2159s]

Features:
[list:itq2159s][*:itq2159s]Set Character Range by String (so you can specify a nonlinear order (if your sprite frames are not in ASCII order), with a string) [color=#00BFFF:itq2159s]//thx davioware[/color:itq2159s][/*:m:itq2159s]
[*:itq2159s]Set Text Formatting properties in properties pane [color=#00BFFF:itq2159s]// thx rich[/color:itq2159s][/*:m:itq2159s]
[*:itq2159s]Scroll values now float instead of integer [color=#00BFFF:itq2159s]// thx newt[/color:itq2159s][/*:m:itq2159s]
[*:itq2159s]Added private variables [color=#00BFFF:itq2159s]// thx newt [/color:itq2159s][/*:m:itq2159s]
[*:itq2159s]Added pause writing, resume writing //how did I miss that the first time[/*:m:itq2159s]
[*:itq2159s]No longer necessary to Show Text after a scroll to update view //much nicer[/*:m:itq2159s][/list:u:itq2159s]

99.1 changes
[list:itq2159s][*:itq2159s]No longer necessary to set layer manually. sprite font draws the sprites on it's own layer [color=#00BFFF:itq2159s]// thx uberlou[/color:itq2159s][/*:m:itq2159s]
[*:itq2159s]scroll values are floats now...forreal this time[/*:m:itq2159s][/list:u:itq2159s]

99.2 changes
[list:itq2159s][*:itq2159s]added: Set ZOrder of Text to SpriteFont : option to make text obey ZOrder of SpriteFont object [color=#00BFFF:itq2159s]// thx konjak[/color:itq2159s][/*:m:itq2159s][/list:u:itq2159s]
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Post Options Post Options   Quote gammabeam Quote  Post ReplyReply Direct Link To This Post Posted: 01 Jul 2009 at 12:31am
Helloooooo beautiful!

Let me check this out!

Nice work Lucid! :D
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Post Options Post Options   Quote newt Quote  Post ReplyReply Direct Link To This Post Posted: 01 Jul 2009 at 1:06am
A bug and a thought.
The condition "on last character" is causing a crash. Obviously it cant be used as in the cap, but like Ashley says "crashes are always bugs".
[url:woj2jm6c]http://files.getdropbox.com/u/666516/lcharw.cap[/url:woj2jm6c]

Also have you thought about using the sprite tag feature?

Edit + also~ :D nice work
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Post Options Post Options   Quote lucid Quote  Post ReplyReply Direct Link To This Post Posted: 01 Jul 2009 at 1:35am
thanx gamma
[quote="newt":27d91f5x]A bug and a thought.
The condition "on last character" is causing a crash. Obviously it cant be used as in the cap, but like Ashley says "crashes are always bugs".
[url:27d91f5x]http://files.getdropbox.com/u/666516/lcharw.cap[/url:27d91f5x]

Also have you thought about using the sprite tag feature?

Edit + also~ :D nice work[/quote:27d91f5x]
thanks newt, btw, the way you're using it should be completely fine
EDIT: Found the problem
you're right, it's definitely not supposed to crash
it's because the text is scrolling outside the bounding box, and Confine Text To Box is on by default
it's supposed to be invisible when it leaves the bounding box, not crash
some features I added later introduced this problem, and it is fixed for the next build

if you use the ConfineTextToBox Action, and set it to "No", it won't happen

thanks again
this is exactly what we need

also, what do you mean by sprite tag?
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Post Options Post Options   Quote newt Quote  Post ReplyReply Direct Link To This Post Posted: 01 Jul 2009 at 4:35am
Tagged animations
[url:ml6xfb8q]http://sourceforge.net/apps/mediawiki/construct/index.php?title=Tagged_Animations[/url:ml6xfb8q]

Its basically a label for the animation telling what kind of animation it is.

My thought was, what if you could use a tag, and then do away with an object and just use the sprite with a behavior. Course you would have to alter the program itself, but I think it might make more sense to just have one object.

Also in the cap I uploaded, the event on last char written will cause a loop for the numbers. That's why I was thinking it shouldn't work correctly, but apparently you've already added a self clear. :D
Picking may be an issue for some things tho, but a pv would fix that. Not really needed, but a pv for the object might be nice.
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Post Options Post Options   Quote lucid Quote  Post ReplyReply Direct Link To This Post Posted: 01 Jul 2009 at 6:56am
[quote="newt":2dbbh0k3]
Picking may be an issue for some things tho,[/quote:2dbbh0k3]
such as? it really wouldn't be difficult to add pvs, but what issues would you have with picking?
you can already pick a sprite by another means and get back to the sentence information
(see original post above)
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Post Options Post Options   Quote newt Quote  Post ReplyReply Direct Link To This Post Posted: 01 Jul 2009 at 8:09am
Well for example the on last character written will apply to any event where something was written.
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Post Options Post Options   Quote lucid Quote  Post ReplyReply Direct Link To This Post Posted: 01 Jul 2009 at 10:46am
if you can think of another way "on last character" should work, i may be able to implement it. i'll rename it so it can be used generally, but the "get edit box text" expression should also return other text
so you can say, "on last character written" - edit box text ="the one youre watching for"

also, to separate different phrases, and keep their conditions separate, you can add more bitmapped font object like you do with text boxes and edit boxes. thats actually how its supposed to work. the object keeps track of which sprites belong to it, so you dont have to worry about clearing the sprites from another instance even if you use the same sprite for both.

also, your letter sprites are still spritescan have private variables as well.
so if you wanted to have each sprite know where it belongs without having to picking it each time
on last character written - for each word- set sprite pv 'myWord' to bitmappedtext.currentword
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Post Options Post Options   Quote newt Quote  Post ReplyReply Direct Link To This Post Posted: 01 Jul 2009 at 7:20pm
Yeah a pv for the object is not that important, just a tiny bit neater, and besides like you said you always have the sprite.

Speaking of the sprite I could use a few examples of how to use some of its functions in combination.
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Post Options Post Options   Quote Azu Quote  Post ReplyReply Direct Link To This Post Posted: 01 Jul 2009 at 9:33pm
I <3 You lucid.
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