RoseCG's Forum Posts

  • 6 posts
  • Man, a shame this plugin doesn't seem to like textboxes.

    I was looking for alternatives to the vanilla canvassnapshot because it insisted on giving me blurry images whenever I took snapshots of one part of the layout (using the resize canvas method on a letterbox scaled layout; for example, taking a snapshot of a 800x500 area would give me 900x600 instead)

    With the Paster plugin I was able to get the snapshots with the correct sizes in proportion to the current width/height, but they're still somewhat a little blurry. So instead I placed the Plaster object over the area I wanted to get a snapshot from, and pasted all object underneath. Worked like a charm and would even give me high quality screencaps whenever the browser window is much smaller. No quality loss.

    But it refuses to play nice with text objects. Not only the text flips, it also moves on the canvas and becomes smaller. It changes positions depending on the screen size.

    I know this plugin isn't going to be updated anymore, but sadly I can't get C3 yet (especially with this new subscription model) so I'm looking into alternatives. Aside from maybe turning the webfont into a sprite font?

    This version uses the vanilla snapshot method

    And this is a test version and uses the latest Plaster plugin method

    Any suggestion would be appreciated.

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  • I found a solution. Not very elegant but it works.

    I found out via the debugger the app wasn't always assigning the updated variables between the two families:

    Interactive is DragItem (boolean) ->

    Set Interactive.InteractiveIsIt to SM_Decor.Interactive

    Without Interactive.InteractiveIsIt being updated, there were no changed to the "IsClickable" boolean.

    I set up a function "CheckActiveDecor" that's triggered whenever the menu changes. Menu changes, function runs a check on all decor items and sets the variables accordingly. It's working so far.

    In short: variables not updating properly? Use functions.

    Thank you for your time!

  • I applied your logic to my events and it went back to the first issue I explained, lol.

    Here's the .capx if you want to take a look yourself. Mind the mess. The events related to the mouse cursor change can be found in the Global Events sheet. The ones related with the cupcake menu are in the Baking Tray sheet.

    This issue has been bugging me for days now, I just want to go back at drawing more assets for the cupcakes.

  • Ok, just realized this current version (0.1.1.0) is doing the opposite:

    • Select the Decor Menu
    • Drag a sprite outside the white menu area, notice how the cursor has changed.
    • Select another menu
    • Hover mouse over the sprite left out of the menu area. Cursor changes. You can dragndrop the sprite.
    • Hover over the menu where the others sprites used to be. Cursor changes over them even though they are invisible and disabled.

    The screenshots above apply to version 0.1.1.0. Everything I do results in either the issue description in the original post or this one. I apologize for the mixup, unsure if this is any help at all.

  • Alright, where do I begin.

    Here's the current version of my generator.

    • You'll notice the cursor changes to the hand icon whenever it's over interactive elements like buttons. This is made possible by the Interactive family that has a "IsClickable" variable and a single function tied to them.
    • On the last menu (the one with the cherry) you can drag and drop decoration items over the cupcake. When the mouse hovers them the cursor changes to indicate they can be moved.
    • When the Decor menu is active, the sprites turn visible and drag n drop is enabled. This is made possible with a global variable.

    When you change the submenu, any sprites left on the white area of the menu turn back invisible and disabled while the ones outside it remain visible and enabled.

    • The decoration sprites share both the Interactive and the SM_Decor families. Ideally each sprite that is visible and enabled should have the cursor change whenever the mouse hovers over them. The Interactive Family has a boolean variable "IsDragItem" that's set as true for DragnDrop sprites.

    However, this is happening:

    • Select the Decor Menu
    • Drag a sprite outside the white menu area, notice how the cursor has changed.
    • Select another menu
    • Hover mouse over the sprite left out of the menu area. Cursor doesn't change. You can dragndrop the sprite.
    • Go back to the Decor Menu. Hover over sprite left outside. Cursor changes.

    This is how I currently have this set up.

    In theory this should be working. But instead I have the event triggering on all sprites instead of specific ones that follow the requirements. It's puzzling. And if you drag all the sprites out of the menu area and change the menu, the cursor does change!

    Could someone please help me? Is there something I'm missing?

    Thank you for your time!

  • Hello!

    I have a couple of questions regarding canvas snapshots in Construct 2, the main one being: You know how in some games and applications you can choose to save a screenshot or share it on Twitter, Facebook, etc? I would like to know if that's possible in Construct 2 with the canvas snapshot and if yes, how can it be done?

    And also is there a way to keep the canvas snapshot the same size regardless if the game/app is in fullscreen or not? Example, keep the snapshot 640x420 regardless if the app is 1440x810 or 1920x1080 or 1280x760 etc. This is to avoid snapshots taken on smaller screens from being too small compared with bigger screens. But I imagine a smaller snapshot enlarged to 640x420 is going to look very bad.

    Here's what I have been working on if you're curious. Fullscreen here, graphics are kinda blurry because I built in 1440x810. An oversight, I should rebuild in HD 1080.

    Any help appreciated. Thank you!

  • 6 posts