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As a reply to mike4 s thread, we d like to announce the release of a new Candy tool. Quite a few people got scent of it during the last weeks, so here s the full story, along with detailed info:. Text Candy is a straightforward to use and extremely powerful text engine to create, display and animate all kind of decorative bitmap texts within your game. It s main purpose is the ability to display bitmap fonts which provide by far a better look than monochrome true type fonts and easily animate texts in many fancy ways.
Text Candy comes with lots of premade, high quality and ready-to-use bitmap fonts but also lets you use your own bitmap fonts. Using bitmap chars allows you to keep full control over look and style of your texts. Display 3D-style chars, apply smooth drop shadows, bevels, reflections, specular effects, nice color gradients, multi-colored, burning or smoking texts -whatever you imagine!
Text Candy is the perfect solution to display and animate your game title graphics and all kind of eye-catching in-game texts such as score displays, highscore lists, credits, text notes, scrollable texts, marquees, headlines and more. Create animated texts using beautyfully pre-rendered bitmap fonts with a single line of code only! All text objects can be animated at char level, resulting in awesome, professional looking, arcade-style text effects.
Text Candy provides many premade animation effects that can be applied to any text object with a single line of code but also features an easy to use API to create any kind of effect you can imagine. Applied text animations can be started manually at any time, but you can also let Text Candy handle this for you to animate a text object automatically each time a text changes. Text Candy supports multi-line texts, automatic word wrapping and several text alignment methods.
You ll be amazed how easy it is to use! What you should know: The purpose of Text Candy is to display eye-catching, animated text messages in your game like title screens, score display, game over or ingame-messages, loading screens etc. It focusses on animated texts, so it is not meant for huge amounts of texts or text-heavy projects. As always, we re happy to get any kind of feedback, usage experience and feature suggestions from you. I am a little bit disappointed.
From looking at things, I hope you aren t individually exporting single characters from Photoshop, and using Zwoptex to create a font sheet Which is what I think is going on. How about some detailed info on how to create the font sheets, and corresponding. I think it would be great if you could figure out a way to get the data you need from Particle Designer out, to be able to drop right in to Particle Candy. Any tips on how best to use the scaling with a higher res display dynamically?
Great news! Just purchased a license. I ve been using a beta version of Text Candy and can attest to its awesomeness in combination with Corona. I ve been using one of the provided fonts, and while nice it s not quite what I need for my game. Glyph Designer support, or at least a tool to convert GD to the Text Candy lua format would be ideal for me. Creating bitmap charsets is basically very easy. There are just a few steps to do -once you are familiar with this process, a bitmap charset is done in about minutes only and can be reused in any of your future apps then.
Choose a font size that fits your need best depends on wether you want to create title logo chars, ingame texts, use them in an iPhone or iPad app etc Just make sure there is enough spacing between the chas, so you can apply a cool drop shadow, glowing effect etc. There is no need to cut them out properly because Zwoptex and TexturePacker both provide image cropping automatically getting rid of empty space around each image.
Name each char like "a. This naming convention ensures that Zwoptex or Texturepacker place your chars in alphabetically order on the sprite sheet. Also enable "sort by name", so that the chars are ordered in alphabetical order in the exported data sheet. Place both in your project s root folder to avoid any path problems. AddCharset "fontName" , "dataFile" , "fontImage. I know it s a bit cheeky but is there a bigger discount for PC users?
There will be more info on this within the next couple of days. Antheor, I am not sure what you mean exactly with "paragraph management", but you can define a maximum width for a text object, once the text exceeds this width, it will be automatically broken to the next line, for example. Rob2 and probably some other people would like to be able to use AngelCode-style bitmap fonts as exported from Glyph Designer with TextCandy.
I already have my own library for parsing and using these fonts, but I am not a TextCandy user myself, so I can t test the glue to get these AngelCode font definitions loaded into TextCandy. So maybe you can help Rob2 out Here s a rough draft I ve hacked up for something that might work for taking a font as loaded by my own library "BMF" and using it from TextCandy:. Sorry Oliver, would reply to you yesterday, but it was quite late then and I had already gone through a 16 hours day.
Well, let me explain this in detail: Well, first, we sometimes decide on a daily base to be as flexible as possible here. There was no fixed date for the premiere event as you bought it, so I couldn t let you know I would, otherwise, of course. Second, we can t stop purchasing our products one week before a coupon goes out just not to offend any users. We put an extreme amount of work and time into our products and the regarding support -in fact so much that we can t produce any own titles at the moment.
We are working hours per day -fulltime, not just as a hobby! Considering this, the prices of our products are more than fair! Sell just one app and you probably earn the tenfold that you spent purchasing the libs. So I can t understand why people complain about missing a discount while the original price is still more than fair and does not reflect in any way the amount of work we put into or the amount of work you ll save yourself. This sometimes disappoints me a little bit Unfortunately, it seems that it doesn t yet.
We are not familiar with it s output format and couldn t find any specs on their website but we could add a function to load a charset passing a table instead of reading a. This table should be in the same format as a Corona sprite sheet. So all it needs would be a conversion routine to convert the Glyph Designer data to a Corona sprite sheet table, then you could add a charset by passing this data table to Text Candy.
You can also find example. As I mentioned, I don t own TextCandy myself, so it would need to be one of your users or you who would do the final integration work, but allowing a standard spritesheet definition table as an option instead of a. Also, do you have any plans to support per-character x-offset and x-advance properties like you support per-character y-offset?
What about kerning you can see this in the impact These are data which are available in Glyph Designer produced fonts, so it would be nice for TextCandy to be able to utilize them. Having looked into this in some detail it seems Angelcode is the widely supported format for bitmap fonts and having Text Candy read these files would certainly make windows users happy http: This would also facilitate the support for Kerning which is pretty fundamental to good looking typography and is a big omission, something which is strikingly obvious from your video.
I know it can be frustrating to miss a coupon, but I can t help adding that it s a little unfair to complain about xpressive ability to answer. I hardly met any developer so willing to answer, giving always helpful infos, whatever the noob level of the question. Anyway, if you re new to Particle Candy I read you bought it just a few days ago , your frustration will soon vanish once you realize how cool it is: Kerning is already supported, you can specify any char spacing, as well as line spacing.
Adding individual x-offsets for each chars is no problem at all. What you are referring to is really just letter-spacing or tracking. Kerning involves the definition of inter letter space adjustment for particular letter pair occurrences which is then automatically applied to text as it is laid out. A well designed modern font may well have hundreds of kerning pairs defined which are an integral part of the typographer s vision.
I guess it s not the end of the world but it s a fairly important aspect of digital typography. Anyway it looks like you are already on the case with pph37 so I will shut up and think myself lucky to have what Text Candy already is pretty bloody magic: I notice that, although the reference point is at the bottom of the group, the text is arranged with all of the tops of the character boxes level.
Hence, since the characters are differing heights, the text does not line up along the baseline. Using this fix means that I don t have to apply y offsets to a large number of letters since the text will print along a constant baseline; I ll only need yOffsets for characters with descenders. Just in case this isn t clear, here s a short clip that demonstrates the problem: A text object s origin property has nothing to do with the char baseline alignment itself which is always the char s center with the current version.
The text object s origin property just determines how your text object is positioned on screen. Aligning chars at a bottom line could be problematic for letters like "g", "q", "y" etc. Text Candy aligns chars using their center by default, but it might be more convenient to let the user decide, because it strongly depends on the charset used. We ll add another property to allow chars to be placed either on their top, center or bottom line. I agree that the bottom alignment idea isn t perfect but it seems to me that the vast majority of characters will be easier to line up with such an option.
Aligning to the vertical centre only works well if the character boxes are all equal sizes. This would make manually creating a font a lot harder since the individual characters images would need to be cut out accurately which isn t what you suggest on your tutorial page. Anyway, thanks for the offer to add bottom alignment as a property; I think it will help significantly. Of course, I would also be keen to be able to use GlyphDesigner fonts, which presumably would solve the issue completely.
Any news on whether this might be possible in a future version? My main interest is being able to create fonts with special effects quickly. Glyph Designer support is on top of our to do list. However, it may take a couple of days since we re quite busy at the moment and don t want to release any half-baken versions and want to give it some tests first. What Director version are you using?
Did you check if the build. Anyway, it seems I m alone having the error.
Spine is a 2D skeletal animation tool for game development and other animation projects. It features an intuitive workflow to rig and animate skeletons, a multiple-timeline dopesheet for retiming and tweaking animations, and powerful exporting capabilities.
As a reply to mike4 s thread, we d like to announce the release of a new Candy tool. Quite a few people got scent of it during the last weeks, so here s the full story, along with detailed info:. Text Candy is a straightforward to use and extremely powerful text engine to create, display and animate all kind of decorative bitmap texts within your game. It s main purpose is the ability to display bitmap fonts which provide by far a better look than monochrome true type fonts and easily animate texts in many fancy ways. Text Candy comes with lots of premade, high quality and ready-to-use bitmap fonts but also lets you use your own bitmap fonts. Using bitmap chars allows you to keep full control over look and style of your texts.
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No idea why my comment posted as nothing but a "d", but whatever, I ll try to retype it: Is there any specific reason as to why you did not choose to perform the physics computations on the GPU? Although I can see the synchronization between becoming a little bit of a bottleneck if you choose to perform the platforming physics and enemy behavior on the CPU, although synchronizing only the pixels in close proximity to the player and the enemies should remedy the problem easily, shouldn t it? That said, I m really looking forward to the game. When starting to develop a game you need a big amount of image data. In both cases many images are required. While it is ok at the beginning to use single images it has several disadvantages:. With a sprite sheet these problems can be solved: The sprites are all clearly arranged in one or several sprite sheets.
One of the most exciting new features in iOS 9 is the brand new UIStackView class, which makes creating cool customized layouts a snap. This tutorial is currently scheduled to run later this month. But what if you want it right now? All you have to do is retweet this post to help get the word out! Kelvin Lau has been hard at work from day one making an awesome tutorial to help get you started with making your own tvOS apps with TVML! Still hungry? It has a series of epic-length tutorials that each show you how to build four complete apps from scratch. This is a free update for existing PDF customers, as our way of thanking you for supporting this site. Core Data by Tutorials teaches you everything you need to know about Core Data, starting with the basics like setting up your own Core Data Stack and moving all the way to advanced topics like syncing with iCloud, migration, performance, multithreading, and more.
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Magento Daily Deal Be the first to review this product Magento Daily Deal is an indispensable extension for Magento stores which helps you the store owners create daytoday deals for single or multiple products on your websites easily and quickly. Discounting products is one of the best ways to attract customers. In fact, a website having steady promotion programs or share groupon or daily deals will create a big demand for purchasing and attracting customers to return to it every day. Applying Magento Daily Deal module from Mageplaza, the clients can use any device to access your site and take the deal without any trouble. They can use PC, tablet, smartphone, or anything that is the most convenient to them at this time. By letting you generate deals regularly, the Daily Deal Module for Magento 2 would make your Magento eCommerce site more interactive. In details, you now can showcase multiple deals every day and pull more customers to your store with the enormous help of discounts. Daily Deals is a very popular extension that helps to attract more people to your onlinestore. The extension comes with a wide spectrum of features and abilities. This extension will help you to use all the power of Daily deals in your online business. You will be able to set time and date of start and end of the deal, launch deals in the magento daily deals module Daily Deals For Magento 2: This module allows the admin to set up daily deals for its customers. The admin can set the deal price using fixed or percent discount methods. Configure deal status for any product and select the duration of the deal. Using a Magento Daily Deal extension is the most timesaving solution to manage multiple deals with the most professional display in any devices.
Purchasing Spine enables saving projects and exporting animation data, images, video and texture atlases. Your Spine license also grants you permission to use the Spine Runtimes in your games and applications. After completing payment you will receive an email with instructions to download the full version of Spine. Spine Essential includes all basic features and enables exporting to every supported format. You may upgrade to Professional at any time for the difference in price. All future updates are provided, without any additional charges.
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