Awesome work with this object, I'm pretty excited by it. If there were features I'd request, it would be that we can have functions to manipulate any character in the character array by index, as well as the "for each". This way, we can use the index value as an offset for certain effects. I'd like to be able to sinescroll the characters, but also maybe adjust their width/height/rotation too. I imagine this could mean that every character in the array could have a subproperty for x/y/width/height/rotation which could be accessed/stored in the object, unless you think that's too feature specific or memory intensive or something.[/quote:1kp71c73]
all of this is possible
the expression for index in array will be Position in phrase
For a wishlist feature, it would be cool to have UTF-8 support, so we can for example have a separate character set for another language, or special symbols in-game. Control characters would be nice, too, such as to force newline, print one character over another, prompt for the next block of text and display a symbol (think RPG dialog boxes), or signify EOF.
after the initial beta release I will be looking into expanding the possible character set
but force newline will be possible, with the same "newline" expression you can use for regular text boxes
printing one character over another will be possible by offsetting the individual character position, but when the beta is out, you'll have to tell me if it works the way you mean.
being able to make a character that prompts for the next block of text is a good idea, and I will do my best to include something to allow that functionality in the initial version.
I'm not sure what you mean with the EOF. I was going to add file support, but you can already use the construct file object to load strings, and I don't like the idea of people being able to read spoilers for games by opening text files in the directory, but this is the second time someone asked for text from file, so I'll include that.
[quote:1kp71c73]I agree with others that in the future a tile blitter would be really neat (especially for making tile engines with the data and graphics separate, such as for changing seasons or time of day; or "layered" top-down engines which have different collision maps depending on the z height), but that would widen the scope for an object like this too much, especially when there are features specific to text blitting and features specific to tile blitting.[/quote:1kp71c73]
yes, that is a matter for a separate object, I have been considering making a complete tile based editor, and a corresponding object to load them easily into construct, but I have a personal project I want to get off the ground first, and I'm also holding a little bit longer to see if aeal releases his level editor, and whether or not we're making the same basic thing
Anyway, here's where I get all my graphical fonts: http://www.algonet.se/~guld1/freefont.htm
thanks alot! although the site is down it seems at the moment:
the "Spin me around and make me happy!" link is broken
EDIT::now it works!!! thanks...this is exactly what I needed!
EDIT: Also since I'm new to construct, I don't know if this would be possible, but are you able to use the SDK to clip a layer using your graphical font as a mask? If that were possible, we could make really cool "paint behind" effects, such as fake "copper", palette shifting backgrounds, stuff like that.[/quote:1kp71c73]
you will be able to do this with just construct itself, without the sdk, since the fonts are sprites, you can just add the 'erase' or 'mask' effects to the font sprite(and set the layer to "force own texture")to do just that
thanks for the input, and welcome to construct!!