jobel's Forum Posts

  • you mean Release Date? yeah the release date I know is something that should always be a future date, I guess its hard to change it, if you miss it. Something to do with "up and coming release visibility".

  • this will help!

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  • oh I just asked about this... its in appdata

    construct.net/en/forum/construct-3/how-do-i-8/save-game-files-166230

  • another thing I have been doing the last couple years is I make separate event sheets for things like 'PlayerHandling' and I #include that sheet in my main sheet. So in a way I could reuse that sheet in another project as long as I have the same objects and names. I have done that for pause functions and pause menu controls.

  • I was a C/C# programmer coming to construct and I understand your pov... but honestly once you get more comfortable with Construct, everything is pretty quick to set up, speed is really its strong point.. I've never in the 9 years of using it felt the need (maybe a couple times but was more wish than a need) to have to make my own plugin.

    larger systems will take some time to set up but that would be the case for any engine... unless you are making a lot of cookie-cutter systems for an assembly line of games you pretty much always do things different enough for the particular game you are making.

    A thing I do to cut corners is create stand alone projects with everything setup.. then I transfer the objects to my current project and cut&paste the events.

    I disagree that Construct caters to non-programmers, that's more a marketing line. It does however cater to solo-devs and smaller projects/teams. I say that as someone who TAUGHT construct to non-programmers for 5 years. I ALWAYS had to teach them programming in order for them to understand construct.

  • ahh yes! thank you!

  • If I use the Save Game System function where are the saves? and if I want to send someone a new build is there a way they can still access their save?

    Eventually I will publish to Steam and use the cloud save but for now in testing I would love to be able to update and not blow away their save.

  • okay, I think I have it... so I think I need to set (in the editor) the max size of the text object, left-top justify it and never change that in code.

    Then like you said, set the size of the p9 from the textWidth/Height

    The issue was I was trying to dynamically change the size of the text object.

    *also you need to pad the p9 so that it is a little bigger than the text W/H

    Thanks dop2000!

  • dop2000 I originally played around with those but didn't have much success. I think the main issue is I have to resize the spritefont object to accommodate the text first.. I think that is the first part that needs to happen.

  • I have a spritefont and 9patch object that I want to use for mouse-hover popups everywhere in the game. Since I will have many different pieces of text (some small, some long) I want to be able to resize the 9patch on-the-fly.

    spritefonts have a size, and wrap by word/char base on the width. I have a maxwidth and height for game resolution.

    I'm not sure about how to resize the spritefont based on string length. I assume I need to know the longest char width with is a "W"..but that might not be right, since I do use a couple of spacing data values.

    anyone know what I'm doing wrong?

    dropbox.com/s/27unvmlyopghgu6/hoveHelpF.c3p

  • oosyrag oh you mean put the fade stuff in the same event I play after a wait?

    I can't do that, what if the player wants to skip? just feels like runaway code I can't control once started.

  • oosyrag I have already tried that and it does not work. I tried waiting before the Play, after the Play, pulled the Play out of OnStart and put it into a Trigger Once at the top of the sheet... no waits work.

    Somehow the Duration is 0 on the first tick, but the tag is set.

  • Hi, I'm having a timing issue.

    I start some music on start of layout. I want to Trigger a fade out when there is 5 seconds of the audio track left.

    but this event fires immediately. I assume because in the first tick, the audio stuff isn't setup or something... as a test I added a "Every 1 second" and it worked, but I of course don't want to do that.

    what is the preferred way to wait (without making some other Timer) and make this code work after the Audio object is all set and running?

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  • make sure you have Preview Effects ON

    also make sure your object are on the Layer with ForceOwnTexture. Also make sure the layer is trasparent and not bottom layer

  • force own texture and source atop