Taking Suggestions for Bitmapped Font object

New releases and general discussions.

Post » Wed Jun 17, 2009 1:24 pm

Great work Lucid... Can't wait to try that out!
B
107
S
40
G
10
Posts: 456
Reputation: 13,202

Post » Wed Jun 17, 2009 4:16 pm

Can't wait to test it. I NEED IT.
B
25
S
3
G
6
Posts: 1,197
Reputation: 5,620

Post » Fri Jun 19, 2009 1:55 am

Can't wait for this, could be the solution to the ugly font rendering.

In the meantime, I get good enough results from putting a smooth and a sharpen filter on my text - It's not perfect, but it's more pleasant to look at than the unfiltered text.

The Smart Text Filter doesn't really do anything for me, dunno.
B
6
S
2
G
3
Posts: 520
Reputation: 2,690

Post » Fri Jun 19, 2009 8:36 am

sorry guys
I apologize for the non-beta version yet
my power was out most of Wednesday evening, so I'm a day behind

on a side note, if anyone knows a good source to find alot of bitmapped font sets (like the fontsheets in the original post or this:

for the initial exe demo, it would be very helpful and cool of you
or if you just knew what these (lettering sheets) are called, cuz google images doesn't seem to agree with me on anything I've thought of so far


here's a little eye 'candy'( :wink: ) though, so you know I'm not just slacking
don't blame the plugin for the wrongly cutup letters though, that was my fault
in a hurry... gotta leave for work:

[url:1adqwra8]http://files.getdropbox.com/u/1013446/New%20Folder/CustomKeys/New%20folder/mousex.exe[/url:1adqwra8]

edit->edit:: k, now everything works fine in the above test exe, thanks to ashley's awesomeness
Spriter Dev
B
87
S
21
G
12
Posts: 3,240
Reputation: 16,461

Post » Sat Jun 20, 2009 6:04 pm

Hi!

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.

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.

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.

Anyway, here's where I get all my graphical fonts: http://www.algonet.se/~guld1/freefont.htm

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.
B
2
G
5
Posts: 34
Reputation: 1,318

Post » Sat Jun 20, 2009 7:12 pm

[quote="nobuyuki":1kp71c73]Hi!

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

[quote:1kp71c73]
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.
[/quote:1kp71c73]
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
[quote:1kp71c73]
Anyway, here's where I get all my graphical fonts: http://www.algonet.se/~guld1/freefont.htm
[/quote:1kp71c73]
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!
[quote:1kp71c73]
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!!

EDIT::LatestUpdate:
Spriter Dev
B
87
S
21
G
12
Posts: 3,240
Reputation: 16,461

Post » Sun Jun 21, 2009 12:57 am

[quote="lucid":2keyqrvd]
on a side note, if anyone knows a good source to find alot of bitmapped font sets (like the fontsheets in the original post or this:[/quote:2keyqrvd]

Im playing with some scripts for this atm
[url:2keyqrvd]http://files.getdropbox.com/u/666516/fontsagys.zip[/url:2keyqrvd]
Its not perfect, but Im getting there. Any way theres plenty stuff in there to play with.
Ps 95 freakin characters. :P
Image Image
B
161
S
48
G
90
Posts: 7,356
Reputation: 66,767

Post » Sun Jun 21, 2009 1:43 am

check it: not much new, just a better font, and some internal stuff
[url:3oduidqj]http://files.getdropbox.com/u/1013446/New%20Folder/CustomKeys/New%20folder/new.exe[/url:3oduidqj]

and thanks newt
I'll give it a try.
Spriter Dev
B
87
S
21
G
12
Posts: 3,240
Reputation: 16,461

Post » Sun Jun 21, 2009 1:47 am

Lookin' really good, lucid. :) Can't wait to see a beta of this.
Moderator
B
98
S
37
G
19
Posts: 1,584
Reputation: 17,817

Post » Sun Jun 21, 2009 3:48 am

I only suggest vectical scrolling if that's not already done/planned.
B
2
S
2
G
4
Posts: 259
Reputation: 1,968

PreviousNext

Return to Construct Classic Discussion

Who is online

Users browsing this forum: No registered users and 2 guests