Rable's Recent Forum Activity

  • Hi everyone,

    There is a problem that I encounter very often when I'm replacing a sprite's image with another one which has a different size.

    If I resized the initial image in the editor, I can't manage to have the updated sprite (the same sprite with a different image) at the right size. This happens even though I manually entered correct size in the properties.

    So to be more clear:

    • I used a very small (10x10 px) image for the sprite Object (eventually I resized it in the editor?)
    • Now I want to use a bigger image (50x50 px) , I replace it in the edit image window.
    • When previewing, it is my new image but resized so that it has the size of the previous version of Object (very small)
    • The sizes in Edit Image window and Properties panel are correct!
    • It looks like after going to another layout and coming back, the images have a correct size. However, the first time the layout is reached, the size is always wrong.

    I can't manage to give Object its correct updated size consistently. Is there a solution, or should I duplicate Object in order to create a new object and update my code?

    Thanks!

  • Lordshiva1948

    Thanks for the links! Could this be implemented into my construct code? Because I don't see anything related to Construct 2 on these pages. These aren't even plug-ins but seems to be completely external softwares. I really don't see how I will be able to use that into my C2 game. Thanks for any help!

  • Hi,

    Is there a way to simulate a mouse click, in the same way we can do it with the 8 direction behavior?

    Here is what I'm trying to achieve : to go through dialogs in my game, one has to click to pass to the next phrase. But I'm now implementing Gamepad controls. I'd like to make it so that when pressing button A on a gamepad, a click is simulated so that it launches the next phrase without having to rework my code.

    Possible?

    Thanks!

  • Works perfectly! Thanks a lot!

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  • Hi,

    I would like to add a sine (size) behavior to an object so that its size varies from 0% to 100%. Is there any way to do this?

    Up to my knowledge sine (size) always consider that the normal size is 100%, so I can make it vary from 0% to 200% but then the quality gets too low. Setting the scale to 0.5 before activating the sine behavior doesn't help either. Any idea how this could be achieved?

    Thanks!

  • Oh, I wondered what SID was about. I will remember that for the next time.

    Thanks!

  • To keep you updated, I manage to do what I wanted. And if someone ever needs to do it, I'm going to explain how I did it.

    What I had was an array with 40 X entries and a number value in each of them. I wanted to create given object from a family based on this value. For this I created an family instance number variable and assigned a different value for each object in the family.

    But as blackhornet told us that doesn't work, as we can't create a given instance from a family based on a variable. The instance created will always be a random object type from the family.

    It was possible however using rexrainbow 's plugin Nickname. Instead of defining a number instance variable for each object type in the family, I added a family behavior Nickname, and entered a different string (A, B, C, D, ...) for each objet type in it.

    I then stock these values in the same array as previously but as strings.

    Then the below event just creates an instance from the family (placementTrumpet) which has the same Nickname than stocked into the array at curX.

    Exactly what I wanted to achieve, thanks a lot rexrainbow for the awesome plugin!

  • rexrainbow

    Thanks a lot! This is a very interesting plugin and the capx linked helped a lot in understanding it!

    It's still a bit mysterious for me at the moment but I can definitely see the potential. I'll see if I can manage to use it properly in my code.

  • I downloaded and tried the Nickname plugin, but I still don't see how it could help me select a given instance of a family based on a number variable.

    Sure, I can assign a nickname to each object, but I don't see how it makes it different in my case than just creating each different object.

    The problem is that the family's name needs to be a string : "one" instead of 1.

    In the latter case I would be able to call the nickname based on the number variable, but I don't see how to do that with the string.

    Am I missing something? Or is there any other way to achieve this?

  • Thanks a lot Looking into this plugin now.

    It looks like once again rexrainbow will come to help me.

  • Hi everyone,

    I would like to create a given object from a family based on a variable.

    However, the manual says : "[When creating an object] if a Family is chosen, a random object type from the family is picked, and an instance created for that."

    To be very clear, I defined a family instance variable "uniqueNumber" and gave every object in the family a different value for it in the properties. Now I would like to create an object from that family based on this variable.

    Is there any way to do that?

    Thanks a lot!

  • Hey SparklingAir,

    I didn't do any iOS exports for one year now, but bere are a few ideas :

    • DO NOT add a space next to the commas when you define your products IDs (this one got me stuck for months!)
    • Restore purchases never worked for me.
    • Make a very simple test to be very sure what's working or not.
    • Not sure they are still useful, but see the related topic I posted about one year ago when I was trying to make my game to work on iOS. It wasn't easy.
    • Hang in there! You'll do it!
    • Support my game on Kickstarter with the link below (this one is completely unrelated to your problem, sorry ^^' )

    I will try to see what's still possible later today when I'll have more time available.

    Good luck!

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Rable

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