briggybros's Forum Posts

  • blackhornet Thank you, this helps a lot! However, I still think it would be better if this could be used more intuitively.

  • If you are working on a big project though, you may need a lot of variables and if they are all global like they are now surely they start to become disorganised and begin to impact workflow.

  • LittleStain Would that work though? Setting a constant limit to how zoomed out the map could go would be a bad thing for players with both large and small resolutions. To cater for all resolutions with this surely the zoomout would have to be small so those with large resolutions don't see outside the layout by zooming out too far. But then those with small resolution would not be able to zoom out so much as to make the zoom useful.

  • I'm trying to implement a system where the player can zoom in and out (set the scale) of a layout. I don't want the player to be able to zoom out so far such that the scaled layout is smaller than the window. So I did this (in pseudo code):

    Function zoom (float increment) {

    if ((LayerScale("map_layer") + increment) * LayoutWidth >= WindowWidth && (LayerScale("map_layer") + increment) * LayoutHeight >= WindowHeight) {

    SetLayerScale("map_layer", LayerScale("map_layer") + increment);

    }

    }

    or C2 events:

    However, this doesn't work. The value for LayerScale("map_layer") * LayoutWidth gives the width of the layer when scaled, however I can still produce this:

    the layer width says it's 1536 and the window width is 1366, but surely if this were the case, then there is enough of the layer to fill the screen. Why is it that there is a white patch where there is no layout?

    EDIT: After testing I have found it's to do with the fullscreen mode. I am using Scale outer, can this work with this mode?

  • I was wondering if it is possible to have such variables, used much like instance variables but for objects that don't have multiple instances (such as the mouse). From what I can find this doesn't exist which means I have to use global variables in a lot of cases. Sometimes global variables are overkill for the task at hand, which is where these sorts of variable really help.

  • Ruskul I do believe you can split global variables as if they were contained within objects. I can't remember how though.

  • It's loading fine for me. I don't notice a problem.

  • multiplayer is quite easy if you start out with multiplayer in mind, or if you have used functions enough to make multiplayer 'hook' into the game easily. However what you have would require quite a large recode in order to make it multiplayer.

  • Maybe use a touch gesture and when the gesture is done, use the platform behaviour to simulate the down key being pressed.

  • You could just use the send message action of the multiplayer object in a certain syntax to the host, where the host then knows how to get the relevant data and set the teams, then update all clients.

  • Creating a single instance shouldn't cause lag on most modern phones. Either your phone is just slow or there's something else going on. Could you post a capx of your issue?

  • it depends on your hardware for what speed it records at, if you have a slow computer then the recording will be choppy.

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  • you can't, the drag and drop behaviour makes the object move to the mouse, the user can move the mouse as fast as they like, so you'd have to make your own method.

  • no, you can do it just using system expressions