ome6a1717's Forum Posts

  • https://www.scirra.com/forum/plugin-jcw-trace-raycast_t172320

    Would love a c3 version of the raycast (trace) plugin.

  • dop2000 - Interesting; I'll certainly give this a shot. Thank you!

  • dop2000 - well that's the thing...it's TECHNICALLY not a game, it's software. So the textbox is useful in it's own right due to the text selection, copy paste functions, right click menu, etc. I agree with you - I absolutely loathe using it, but with what I'm trying to do, it's my only option.

  • UPDATE - okay so I've figured out to use the textarea for the texbox...that'll make it word wrap. But now the only issue im having is the textbox doesn't line up exactly with the text object, even though its the same font, size, etc.

    So when I update the text size based on text height, it's updating the textbox too, but incorrectly (since the text size is "technically" different).

  • dop2000 - yeah the textbox not being able to word wrap is pretty game breaking. Although, the text height worked! Previously, I was thinking it wasn't wrapping so I checked to see if the textwidth > text.width (and obviously wasn't working).

    Anyone else have any clue to make the textbox more malleable?

  • Is there a way to make the word wrap in a textbox AND text object increase the height of the textbox and text object?

    I'm basically hiding the textbox object when you're not editing and instead displaying a text object with the same content (due to the annoying visibility properties on html objects). I want the user to control the height of the textbox (and text object) based on the amount of text in there.

    Hopefully this makes sense?

  • tunepunk - ah I think you might be right. I just realized that I'm not supposed to set it 1,1,1 (because that's not the actual default value I'm using).

    NetOne - that's actually really good to know - thank you!

    So now that you've all helped me solved that, I'm legitimately curious; what is the purpose of destroying an array or dictionary?

  • I've come across an issue where I save "items" the player finds in an array by pushing it back on the x axis and adding the "itemname" (I do it this way in order to sort the array and call a list of each item you have).

    However, if you do multiple saves, or loads, or new games, (which clear the array, and then load it via localstorage) clearing the array resets it, but when you go to make a list of the necessary items, it stays at whatever size it was before. I thought maybe I could delete the array, but that just removed it from the game entirely and made it so you could no longer use it. I've noticed there's no manual representation of what destroying an array does (OR dictionary, for that matter)

    It's quite clear to stay away from arrays for anything that plays with size, so I'll have to figure out another way to go about it.

  • dop2000 - I thought of that, but in theory, if you did that wouldn't the volume still play through if the volume were at 0? (as I'm typing this I think you're right because anything * 0 should turn it off)

    I will give it a shot - thank you!!

    UPDATE - Perfect; thank you again!

  • I'm just curious, I'm using the following formula to play SFX and music in my game:

    20 * log10(SoundVolume * 10 / 100)

    SoundVolume is a global variable that the player can set from 0 (mute) to 10 (full volume).

    I have tons of sfx in my game, and every once in a while I decide one might be too soft or too loud. Without having to adjust that in my other application and re-export, is there a quick fix that I can add to the formula that can say "make this sfx 20% louder, but still stay within the confines of the formula"?

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  • Actually I've noticed in a past project where I had sine on hundreds of objects; if I set them all to inactive, it didn't really give better performance. However, if I deleted the behavior, it made it much faster.

    Something to consider...

  • UPDATE- as per usual I was being stupid and didn't clear anything on new game...only load game Ignore this

  • I'm nearly finished with my game, and I've finally realized I've made a mistake in the way I'm using dictionaries.

    Long story short, on the start of my game, I'm setting hundreds of values for weapon damage, fire rate, etc. etc. Then as you unlock them in game, I'm adding keys like "weaponUNLOCKED", and checking if it exists for certain UI checks. This works great....until I start a new game after previously playing from a loaded game. I clear the dictionary and reset everything to its default value, however the keys I've added now exist, and are set to 0.

    Any idea on how to fix something like this?

  • rexrainbow - is there a way to fade out music if the timescale is 0? I'm trying to fade it out from a pause menu, and it doesn't start the fade until the next layout starts (due to the timescale being reset to 1).

  • nemo - I'll give it a shot, thank you!