PS: It would be like totally cool that we could get font effects also
PPS: Yeah, I know it's possible trough surfaces, etc, but this way it would be much simpler for everyone.
Edited by Shadowrend, 22 March 2011 - 05:19 PM.
Posted 22 March 2011 - 05:17 PM
Edited by Shadowrend, 22 March 2011 - 05:19 PM.
Posted 22 March 2011 - 05:29 PM
This would mean you could easily illegally share fonts which would normally have to be purchased.Nice. What also would be nice is for you to make the gmk also store the fonts currently used. Therefor, you could share gmk's without the need to give font installations also. I don't know if this exists, but it never worked for me. The only font's that worked, were the default ones.
PS: It would be like totally cool that we could get font effects also
PPS: Yeah, I know it's possible trough surfaces, etc, but this way it would be much simpler for everyone.
Posted 22 March 2011 - 05:30 PM
This would mean you could easily illegally share fonts which would normally have to be purchased.
Posted 22 March 2011 - 05:31 PM
By that logic you shouldn't be able to store sprites in the gmk either.This would mean you could easily illegally share fonts which would normally have to be purchased.
Probably things like outline (which would be awesome).What kind of font effects do you mean?
Posted 22 March 2011 - 05:32 PM
It'd be fairly easy to extract the font data, I'd imagine. Yes, I know fonts may be easy to steal anyway, but that's not really the point...
This would mean you could easily illegally share fonts which would normally have to be purchased.
Not exactly... the font can only be used inside the GMK, no where else. Also, what stops someone from making a font-spritesheet of this purchased font? Fonts are among the most easy things to pirate.
Posted 22 March 2011 - 05:32 PM
Nice. What also would be nice is for you to make the gmk also store the fonts currently used. Therefor, you could share gmk's without the need to give font installations also. I don't know if this exists, but it never worked for me. The only font's that worked, were the default ones.
Posted 22 March 2011 - 05:34 PM
It compiles them into the EXE, but not the GMK, so you can't share files with new fonts.
Nice. What also would be nice is for you to make the gmk also store the fonts currently used. Therefor, you could share gmk's without the need to give font installations also. I don't know if this exists, but it never worked for me. The only font's that worked, were the default ones.
http://gmc.yoyogames.com/index.php?showtopic=502752&view=findpost&p=3719371
Posted 22 March 2011 - 05:36 PM
For that, it would be wise to allow searching in D&D's. And, hopefully, all D&D actions of codebox type.Mmm... no doesn't search here.... are they gonna be that big? Do you really need to search them? I'll have a look and see how hard it'll be. Object/event/action searching is a massive pain.. loop inside loop inside loop inside...well.. you get the idea. But I'll look and see...
Posted 22 March 2011 - 05:44 PM
What kind of font effects do you mean?
Posted 22 March 2011 - 05:46 PM
Posted 22 March 2011 - 05:48 PM
I'm always hoping they'll add script_replace() so I can do away with that. Inline script expansion, hell yeah.Also, for some reason, events work a little bit faster than scripts (by ~5-7%). I was always wondering why does that happen.
Posted 22 March 2011 - 06:04 PM
Maybe it could be done to show a small label saying "Font missing:\n(font name)" in a corner of font preview box. That would likely do the trick.No, you can't put fonts into the GMK; that's illegal. Sorry.
I have once 'implemented' that via a 'special' object with huge number of creation events (ev_create). Obviously, that works slower than normal event calling, but it did a trick for project that I needed it for. You can PM me if you need a gmk of that.I'm always hoping they'll add script_replace() so I can do away with that. Inline script expansion, hell yeah.
Edited by YellowAfterlife, 22 March 2011 - 06:09 PM.
Posted 22 March 2011 - 06:13 PM
Yes please
Now I just hope it also searches in D&D action arguments
Mmm... no doesn't search here.... are they gonna be that big? Do you really need to search them? I'll have a look and see how hard it'll be. Object/event/action searching is a massive pain.. loop inside loop inside loop inside...well.. you get the idea. But I'll look and see...
Posted 22 March 2011 - 06:30 PM
Nah, I've done something like that as well. It's just that with script-modifying functions I could implement it in the general case, which would make for a nice "magical speed up" extension. :pI have once 'implemented' that via a 'special' object with huge number of creation events (ev_create). Obviously, that works slower than normal event calling, but it did a trick for project that I needed it for. You can PM me if you need a gmk of that.
@Mike: What's faster, specifically?Better 2D and 3D support with a 24bit ZBuffer and faster rendering.
Edited by LSnK, 22 March 2011 - 07:03 PM.
Posted 22 March 2011 - 07:04 PM
Edited by gnysek, 22 March 2011 - 07:30 PM.
Posted 22 March 2011 - 07:15 PM
I hope you aren't hinting at multiple product versions. It's fine with just as Lite and Pro.Standard Edition
Edited by TheMagicNumber, 22 March 2011 - 08:35 PM.
Posted 22 March 2011 - 07:24 PM
Outlines and shadows are easy enough to do with just the drawing functions. Glow, not so much... though if there was an easy way to blur things (i.e. draw blurred text), it would be a piece of cake to make a glow... But really, glow is one of only a small handful of effects that can be applied to text that you can't easily do now.What kind of font effects do you mean?
Outline, glow, etc?
The ability to have a glowing font would be a godsend. I had to go through hell to get the fonts in my current game to work without lagging(Most of them have a glow effect around them, though that is optional on the smaller text). Eventually it boiled down to screenshotting the font in a GM window and pasting it into Photoshop. Unfortunatly I'm still unable to get the characters to align properly.
Posted 22 March 2011 - 08:01 PM
No one says its hard. I can do glow too. The problem is speed. If we had a special drawing function for that then it wouldn't be a problem. Right now it is possible to do anything 2d in GM (which is the reason I use it for all 2d project, be it games or programs) and the only limitation is speed. With surfaces this limitation was pushed far far back, but it stills exists.Outlines and shadows are easy enough to do with just the drawing functions. Glow, not so much... though if there was an easy way to blur things (i.e. draw blurred text), it would be a piece of cake to make a glow... But really, glow is one of only a small handful of effects that can be applied to text that you can't easily do now.
Posted 22 March 2011 - 09:35 PM
Posted 22 March 2011 - 09:36 PM
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