Zebbi's Forum Posts

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    > > This could be a valid way to do it... Although, it seems like "Spacebar" doesn't return a string...

    > >

    > > Ashley, is this normal...?

    > >

    > I managed to do it well with this: https://dl.dropboxusercontent.com/u/364 ... arCode.zip

    >

    This method with Kyatric's plugin does return a string for "spacebar", but it produces a lot of other problems, in my opinion of course.

    Aww and there I was thinking it was perfect <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> What problems does it produce?

  • Setting the scale of the layer to such an enormously high number isn't what you are after..

    If you set the width of the bar to viewportright()-viewportleft(), however..

    Yes, that would work, but I need not just that bar but the other items on the layer resized too, all of the score and life and health numbers. 1.3 isn't enormously high for a layer scale, it's only a third(ish) bigger. Can I scale a whole group of items so they're exactly the same relative size? If not, that's why I wanted to use a dynamic layer scale figure depending on the resolution of the players screen.

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    > Set layer scale?

    >

    That is an action, but you set the layerscale to viewportleft(0)-viewportright(0) , so you set the layerscale to 500 or more?

    Yes, I have it so that if that scaling mode is set (test for variable) then set the scale of layer to viewportleft(0)-viewportright(0). The capx is exactly as I have it setup, so if you can try anything that will resize that bluebar to the right width when scale outer is used (dynamically, not fixed, so it works on all aspect ratios), it would be solved! Like I mentioned, 1.3 is the right size for a 16:9 screen, but not for a 4:3 ratio.

  • This could be a valid way to do it... Although, it seems like "Spacebar" doesn't return a string...

    Ashley, is this normal...?

    I managed to do it well with this: https://dl.dropboxusercontent.com/u/364 ... arCode.zip

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    > > try 0, or 1, or "HUD"

    > >

    > HUD didn't work, 0 and 1 just made the HUD disappear?

    >

    What is the event you used?

    Set layer scale?

  • , Thank you so much for the custom input support, almost all the big features are in now!

    1 additional expression would help though: get a key as character/text (based on keycode). This way I could show the player a string that says "Shift" rather than "Keycode 16".

    I'd like to be able to take the last key pressed and instead of returning a keycode, it could return the actual letter typed. I this possible?

  • try 0, or 1, or "HUD"

    HUD didn't work, 0 and 1 just made the HUD disappear?

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    > > You could set the width of the hud to viewportleft()-viewportright()?

    > >

    > On the scale layer expression, I'm getting a syntax error with that first closed bracked ')', it's missing something?

    >

    As outlined in the manual - those expressions require a 'Layer' component between the brackets.

    Sorry, forgot that part! I can't find any layer component that works with this expression?

  • You could set the width of the hud to viewportleft()-viewportright()?

    On the scale layer expression, I'm getting a syntax error with that first closed bracked ')', it's missing something?

  • Is there a way of having the textbox not steal input?

  • Ok..

    So what do you expect to happen, because what is happening is what is supposed to happen..

    The screen is scaled up in a way that the whole original project-size is on screen..

    There will be more than just that on the screen, because the aspect ratio of the window, makes the window's content surface bigger than the project..

    LittleStain Exactly, that's what's great about that scaling mode is that it shows more onscreen. I just want to resize the HUD so it is scaled to the entire width of the window, whilst still retaining more viability for the rest of level to be seen. I'd then unscale it for the other modes.

  • Solomon - Cool cool, I'll let you know when I get it posted. Oh I see, this is where you saw slopes mentioned. On the other post we are talking on I didn't realize yet you had read this one.

    If it's too much to post a file, what was the gist of disabling specific collisions for platform events?

  • I don't think many people will be able to open that project and help you, because you are using so many third-party plugins like Magicam, Pause, Litetween, and Rotation Override..

    Thanks for pointing that out LittleStain sorry, I tried to get rid of things and forgot about this, here's a new one that will work for everyone: https://www.dropbox.com/s/4kdl077zi0pro ... .capx?dl=0

  • Here's an example capx: https://www.dropbox.com/s/4kdl077zi0pro ... .capx?dl=0 - press 'S' to scroll through the scale modes, and notice on the scale outer mode, the width of the blue bar is too shy? I need to scale that to the right width when the scale setting is used. So, how do I get the game to calculate the correct viewport scale amount?

  • The pause feature in Timer behavior also missing.

    I use Rex's: