alastair's Forum Posts

  • We should make a pinned topic in here with a list of FAQ, with links to threads so you don't have to rely on the 'search' thing only.

  • since you don't support tick based "writing" of text you use write speed which is affected by timescale, would be possible for you to put an action which would 'write next letter' or something? so that I can make my own tick based write speed, since I don't want mine to slow down when time scale changes.

  • australia

  • For scrolling to the right:

    New event - System - compare. So then you can compare the two values: "Get mouse X" and "Get X right of visible screen". Which will check if the mouse is on the right edge of the screen.

    action - system - scroll to X. Then you want to retrieve the current "Get scroll X" then add 10 to it.

    and you'll end up with this:

    <img src="http://dl.getdropbox.com/u/1024727/images/code1.JPG">

    however I made it so that if your mouse is within 10 pixels of the right edge, by checking if the mouse is greater than right edge -10 pixels - because it's too annoying to try and get the mouse to exactly the right edge.

    <img src="http://dl.getdropbox.com/u/1024727/images/code2.JPG">

  • thanks. That's great news!

  • If I have a sprite (player) that is in most layouts, but isn't a 'global object', and I edit an animation (or make any other changes) it will still appear the same in all the layouts?

    I wouldn't have to edit the sprite in every other layout would I ?

  • this seems useful.

    At first I thought it would be for tilting/changing camera angle etc, lol.

  • I know the default filter for sprites is white, but is it possible to filter a colour so I can make it white or another lighter colour?

  • if only it was a more clone of construct

  • I'm not sure to be honest.

    Also is it possible to not have this plugin affected by timescale for write text? or is that impossible? since I (and probably lots of people) will want to write text when the game is still.

    or maybe a tick based write text

  • lol, I don't think it was related to your spritefont.

  • I was working on something, but then I made some art with the crash

  • its because the sprites arent there until the "show text" action

    try moving the filter action after the "show text" action in the same event

    that doesn't work either, I don't think they can be in the same event. But that's okay.

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  • I tried deleting all the spritefonts and associated code from my game, then made a new spritefont to try and get it to wrap. But it's still not working?

    Mabye its a problem with the way I'm doing it?

    Or perhaps it could be a problem with sprite I'm choosing, it has 92 frames and for the range I'm doing is everything from 'Space - z' .

    EDIT: Figured it out!!! For some reason it was to do with the range I was choosing, I narrowed down the range to "a-z" and started at frame 66, and wordwrap started working! So maybe I'll just choose narrower range of characters that I'll actually use.

    <img src="http://dl.getdropbox.com/u/1024727/worketh.png">

    EDIT 2: Okay, I figured out you can actually choose any range, but you can't choose the first one "space". So every other character can be included in range. So I can choose !-Z instead of space-z and it will work greatly! It's just 'space' that is the problem character that you can't include in range.

  • I assume you mean you have to create a key before you can set it, whereas AssArray created one if you set a key that didn't exist?

    yeah that's what I meant.