locohost's Recent Forum Activity

  • Here's a related idea: If I want to leave the HUD layer the same size (not scale), I'm thinking I can scale all the other layers equally and leave the HUD normal size.

  • Thank you, thank you, thank you, thank you for the fantastic help guys!!!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • :)

    zoom out

    set layoutscale = lerp(layoutscale, (viewportRight("hud") / layoutwidth), 0.5*dt)

    zoom back in

    set layoutscale = lerp(layoutscale, 1, 0.5*dt)

    lennaert: Tried this. You have keep clicking the zoom button over and over and over. Needs to be in a loop I guess.

  • yes I have screen scroll control setup. That part works fine. I just want a way for the player to temporarily see the entire game board whenever they want.

  • You shouldn't have to set the window size to the layout size, and I wouldn't recommend doing that. Try setting the layout scale -- since your layout is three times bigger than the view port, a scale value of 0.3333 should make the whole layout visible.

    That works too. Thanks Why do you "not recommend" setting canvas size?

  • Ok this works...

    [attachment=0:1fmy47sf][/attachment:1fmy47sf]

  • Looks like you have to set Window size to the full game board size of 5760 x 3240. Haven't tried this yet while the game is running, on button click. Will try now...

  • I have. It doesn't do anything that I can see. Screen looks same.

  • I have a big detailed isometric game board layout. It's literally 3x the normal 1920 x 1080 viewport. It's 5760 x 3240. You can scroll around while playing to see all the areas on the game board.

    What I'd like to do is provide a HUD button you can click to momentarily re-scale the big layout so it's fully visible within the 1920 x 1080 viewport. I'm sure this is possible but it's not coming to me quickly.

    Is there a simple way to do this?

  • The dummy sprite idea is pretty good. Had not thought about that. Thank you nimos100 !

  • Yeah the z order bar is helpful, true. But I still think in stack of sprites in diff layers, when you click, you should get the one in the layer that is selected. Seems intuitive. I'm working on a complex isometric game board layout with several layers of objects. Building it is a bit tedious, which I expected, but I'm noticing some editor tweaks that could make it go faster

  • I would have assumed that if I have a layer selected in layers panel, that I can select sprites in that layer. However, this is not true. The editor is not concerned with the active layer, only the actual layer order when selecting.

    I understand you can hide the upper layers to select sprites on lower layers. That works fine, but it seems easier and more intuitive that sprites on the selected layer should get selected when clicking in the editor regardless of upper layer visibility.

    Does this sound like something that should be fixed?

locohost's avatar

locohost

Member since 19 Sep, 2014

None one is following locohost yet!

Trophy Case

  • 10-Year Club
  • RTFM Read the fabulous manual
  • Great Comment One of your comments gets 3 upvotes
  • Delicious Comment One of your comments gets 10 upvotes
  • Email Verified

Progress

14/44
How to earn trophies