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Messages - Masked

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1
Archives / Re: Custom pixel fonts?
« on: June 23, 2011, 05:05:07 am »
The challenge is that you'd need to provide some kind of information to the system about how to interpret your "font" - at at minimum, it needs to know what characters it has and in some way, how to reach each of those characters.

Right. What if, in keeping with the idea that this feature would be for custom, simple, artist's fonts, the spritesheet has a predetermined arrangement that you'd have to follow when creating the image you would upload for your font. For instance, each row has 10 characters and, in any given custom font, "a" will be in the same slot, "?" will be in the same slot, etc., with maybe a few extra slots that correspond to seldom-used characters for custom symbols (think the way a graphic of the "A" button is often used in dialogue in Zelda games). Using the same or similar math that divides normal actors' spritesheets up in Stencyl, any given custom font would work at any size 'cause the total sheet could be divided by the number of characters in the standard row to find the width of the font's characters.

So yeah, creators have to conform to a certain arrangement and selection of characters when creating the font spritesheet, but, in return, get complete customization and creative control over their font.

I'll talk to one of the devs and see if we can do this for 1.5.

Awesome, thanks.

2
Chit-Chat / Re: Wanna team up ?
« on: June 21, 2011, 05:27:41 pm »
What's your skill set/expected role in a cooperative game-making effort?

Do you have any previous work you could show me?

3
Archives / Re: Custom pixel fonts?
« on: June 19, 2011, 08:38:55 am »
The challenge is that you'd need to provide some kind of information to the system about how to interpret your "font" - at at minimum, it needs to know what characters it has and in some way, how to reach each of those characters.

Right. What if, in keeping with the idea that this feature would be for custom, simple, artist's fonts, the spritesheet has a predetermined arrangement that you'd have to follow when creating the image you would upload for your font. For instance, each row has 10 characters and, in any given custom font, "a" will be in the same slot, "?" will be in the same slot, etc., with maybe a few extra slots that correspond to seldom-used characters for custom symbols (think the way a graphic of the "A" button is often used in dialogue in Zelda games). Using the same or similar math that divides normal actors' spritesheets up in Stencyl, any given custom font would work at any size 'cause the total sheet could be divided by the number of characters in the standard row to find the width of the font's characters.

So yeah, creators have to conform to a certain arrangement and selection of characters when creating the font spritesheet, but, in return, get complete customization and creative control over their font.

4
Archives / Custom pixel fonts?
« on: June 18, 2011, 07:28:19 pm »
Would it be possible to add a feature that allows players to upload a sort of spritesheet of a font that would be a pixeled image file instead of a .tff? Obviously such a font wouldn't work with the resizing, smoothing, and style options available to normal font files, but it would be a great way for plain artist types like myself to make custom fonts that fit their games' graphics perfectly. I really need this feature for my current project.

So basically a single image with all the characters of a font gets loaded into Stencyl and is treated as a font that can be utilized with the draw commands that work for .tff files, minus resizing and such.

Sorry if I'm not clearly getting my suggestion across.

5
Game Ideas / Re: First game: Cute Kingdom
« on: June 13, 2011, 01:14:20 am »
The cute games genre definitely has a near monopoly on artistic talent around here. That's some great pixel work.

6
Game Ideas / Re: Good pixel art creators?
« on: June 01, 2011, 10:11:10 am »
Masked: know of any good tutorials on using GIMP for pixel art work?

Not off the top of my head, I'm afraid. I definitely looked at the occasional tutorial, but only when there was a specific action I knew I could do but didn't know how to do. Everything else was trial and error.

Oh, but if you plan on using GIMP, go through all its Tips of the Day. I remember learning a good portion of the neat tricks I know about the program from those.

And you can always private message me if you have specific questions about the program.

7
Game Ideas / Re: Good pixel art creators?
« on: May 31, 2011, 08:19:47 pm »
I have no idea how people could stand to use Paint for pixel art. I would be lost without GIMP's selection, layer, and color tools. Hat's off to the Painters.

8
Resolved Questions / Re: "Round" block?
« on: May 04, 2011, 02:47:19 pm »
one way you could do it is:

roundedX = round(x/20)*20;

Edit: further example

roundedX = round(51/20)*20;
51/20 = 2.55
Round(2.55) = 3
3*20 = 60;
roundedX=60

If anyone wants to: I recommend making a behavior that allows rounding to any place. I would make this, but I really don't have the time right now. Should use Global Custom Blocks.

Thanks a lot. Yeah, I'm using GBCs.

*Edit* Just discovered help files. Golly.

9
Resolved Questions / "Round" block?
« on: May 04, 2011, 01:36:09 pm »
I was just wondering if someone could quickly explain how the "round [  ]" block under Numbers & Text works, exactly. For instance, how would I get it to round a function's solution down to the nearest factor of twenty? Thanks.

10
Chit-Chat / Re: My new site is up!
« on: April 26, 2011, 11:00:50 am »
Oh, this is excellent. Mind if I hit you up later on for some site design/hosting tips? :D

CONSTRUCTIVE CRITICISM! The font is a bit hard to read on the left hand side of the site. Perhaps a darker pink?

11
Windows / Mac / Flash / HTML5 / Re: Zolo Quest, finally!
« on: April 25, 2011, 11:12:51 pm »
Thanks, Mask. It's a known bug as I reported under my game notes. I'll put some form of keepout for those area that are too close to the water-land boundary.

-_- Sorry, I should have realized you already knew about the bug. I very much enjoy the game.

12
Windows / Mac / Flash / HTML5 / Re: Zolo Quest, finally!
« on: April 25, 2011, 10:05:30 pm »
I encountered a glitch where by skimming the shore while on the raft, I returned to walking but was stuck in the water and could not walk back onto land, though I could walk about normally on the water's surface.

13
Windows / Mac / Flash / HTML5 / Re: Bloco
« on: April 25, 2011, 07:36:39 am »
Ah, my favorite Pokemon minigame. ;D Good luck, I love puzzles like this.

14
Game Art / Re: Pixel Art Thread
« on: April 23, 2011, 02:53:27 pm »
@Masked: Lovely graphics, I'd love to play a game like that.

Me too. T_T

Also I really like those tiles.

15
Resolved Questions / Re: Using Stencyl As...
« on: April 23, 2011, 10:22:40 am »
Cool. I could probably get inventive with getting a lot out of a few images. Thanks.

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