I read this all over the place. Can you tell me in a parapgraph or so what it is?
Have you seen the show-case post I updated recently? Me and jjagg are working on
a tiled sidescrolling RPG game. (metroidvania-ish) You are welcome to chime in on that if you feel so inclined.
OH MY GOD, I have been thinking about that for a remake of “wheel of fortune” for amiga 500… Not 24 hours ago I was thinking about doing text to speech… wow…
Mind you the voice will be different for all systems/cultures and I suspect on some systems may not even work…
You can query for installed voices if more than one and allow users to pick one…
I never really watched that show… never made any sense to me, but then again nothing on TV ever made sense to me I don’t watch Daytime TV… movies though
Having a tough time testing Roaming files… Release 2 of my app is in the store but I really want roaming data to work at least… especially as my next app relies on it a lot…
The voices are installed by the user if they go into the related settings on their systems and install more language packs…
But since Windows 10 comes with Cortana, I would assume there is always a voice installed by now… Windows 8/8.1 had voices installed too and I think 7 as well, though I have always used Ultimate/Pro editions, so cannot comment on basic/home editions…
Sounds like fun, be sure to put it on the Store so I can give it a try, I should write a tutorial on how to distribute Assigned Access app listings… you can create umm forgot the word right now but you can upload your apps and allow specific people to download it before placing it into the store for everybody to access it… have you registered yet?
Well if you ever have some spare cash [About £19?], I believe it is still a one time payment, unlike a particular other store , I believe Google is the same too? Steam is still £75 I think… but is that an annual fee? I forgot…
Uploaded to the store and in certification… 1.1.4.0
I really should move onto making my next app now but tempted to add the option of tracking a few books at the same time sooner rather than later haha, nah… time for the next app… and get back to Web Dev and Game Dev…
I thought it was free… but $100+/month is ridiculous… I looked into it because I noticed the forum was not using the touch friendly version, which makes me sad as every device I use daily is touch screen based, including my main rig…
Oh well… that was a surprise… cannot wait to sponsor/donate the/to the MG community…
Oh nvm, that is for their hosting… still, those prices…
Hot dog the other day i had a mind to pick this back up and work on it was sitting on the shelf for months.
A while back i tore open the spritebatch classes for fun and unrolled all the matrixs as well as started sorting out how it all fit together. Long story short.
I decided to rewrite the drawstring method as the basis to speed up text drawing
Then i thought wrapped text would be nice.
If spritebatch just plain did it for you !
But who wants there spritebatch messed with, spritebatch is classic and timeless.
So i turned it into one separate class that just does what drawstring does directly but with extras. I also cut out some of the in-beween junk from xna like character source and replaced it with a stringbuilder. Pass a font to the class grab the glyph data, calculate the text to gylphs to screen then just call spritebatch.Draw instead. Presto it calls directly to draw internal bypassing drawInto altogether…
So thats what ive been working on the last week and its starting to show results.
This is text that is confined to a rectangle bounding box, it both wraps text based on whole words, and if the words are too big it does the next best thing cuts them in half.
Better yet i figured out that measure string can be replaced by something totally different and way faster basically just recording the draws and glyphs of a final word wrapped, letter wrapped, or boundry cut operation. Would allow you to create a data buffer to send to a optimized draw call that would just blaze thru drawing it the second time around.
Its not fully tested or no where near optimized but as you can see from the above i got it basically working.