[Plugin] Spritefont (28th August 2012)

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Forget about default textbox restrictions, you can create sprites atop of the textbox
  • Blank white boxes. It's probably a texture mapping defect. Or maybe wrong UV mappings. Or incorrect texture parameters initialization. Can be several things. Yeah maybe it's something they didn't add support yet.

  • Just wanted say again, this is a wonderful plugin and adds so much more polish to games! <img src="smileys/smiley1.gif" border="0" align="middle">

    If Tom or Ashley are around - I heartily recommend adding support for this to the arcade ( or perhaps official support in Construct 2? )

    I've just noticed every project I'm currently working on uses it, so it is currently impossible to add them to the arcade. <img src="smileys/smiley18.gif" border="0" align="middle">

    ::Kung-Fu Turtle::


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  • Strange thing is I have 2 games that use sprite font. One works with Cocoon and one doesn't. I may need to do some research and see what different settings I have.

  • ArcadEd: let me know if one uses WebGL and other Canvas2D rendering.

  • Enable WebGL is set to enabled on both of them.

  • Here are snap shots of the properties on both projects for spritefont.

    The game it works with.

    <img src="http://www.edfarias.com/games/sprFont1.png" border="0" />

    The game it doesn't.

    <img src="http://www.edfarias.com/games/sprFont2.png" border="0" />

    The game it doesn't work with using a bigger sprFont img it has the full alphabet in caps, then numbers. The first one that works only users the full alphabet in caps. I'm not sure if that matter.

  • Did the picking error bug from a few months ago ever get sorted out? The revision marked in the first post is the last one that was available back then. I love this plugin but the picking error got in the way of a lot of the things I was hoping to use it for. Any updates on that?

  • ArcadEd: That's strange, I can't see why it wouldn't work. I'll have to dig through code thoroughly.

    brent_hamel: Unfortunately I haven't figured that one out. Sorry! Picking stuff is quite delicate and I still haven't gotten it to work properly.

  • <font size="4"><font color="RED">NEW RELEASE: 31th July 2012</font></font>


    I've refactored the plugin itself and the way it works. Should be a whole lot more efficient and stable.

    The downside is, however, that since spritefont now uses in-memory canvas for each instance, more memory is used. However this shouldn't be an issue at all if you don't use too many Spritefont instances. In fact, thanks to in-memory canvas caching the texture, the performance boost is huge as it doesn't need to redraw text each tick you reposition, rotate, resize it.


    Properties Max Length and Max Lines have been renamed as well as the wording of Resize mode has been changed.

    You must reset those properties for all your projects using the older version of spritefont.

    That is, change them and change back to new property. Sorry for the inconvenience!

    Now, Spritefont should work like it was supposed to. Text alignment should also work properly now (Note: it aligns itself within the "text grid", not bounding box which defines the instance.).

    Let me know if this now works with CocoonJS!

  • Yeah! So nice to see you're still updating your plugin!

  • It doesn't seem to work on my cocoonJS :/

    I tested on iOS and Android. Awesome plugin though!

  • Damn. Well, I'm stumped; I don't know why it won't work on CocoonJS.

  • I found that if I have it on a layout, it breaks the touch events too. I don't know if that helps? :)

    Have you tried emailing Ludei? They are fantastic with email support.

  • Here is the error on CocoonJS when using spritefont:

    JSUtilities Exception: TypeError: Result of expression 'a.canvas' [undefined] is not an object. Cause: Tag: requestAnimationFrame Function: function() {a.hd();}

  • superkew: Thanks, I'll take a look at it.

    Hmm, requestAnimationFrame? What the heck, there is no such thing in the plugin...

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