linkman2004's Recent Forum Activity

  • You can use the System object's Len() expression, which gets the length of a string. So to get the length of the text in an edit box, you'd use: Len(EditBox.Text)

  • All good ideas for a GUI plugin, although something complex as this would be pretty tricky to do. I'll most likely make other types of sprite controls -- sliders, text boxes, maybe even a tab plugin -- but I wouldn't get your hopes up for an all encompassing GUI plugin.

    Hmm. A GUI plugin would certainly be useful. Though, can we have this plugin working with keyboard/gamepad controls? Like, any button that happens to be active can be selected through, say, the arrow keys.

    That sounds like a fairly good idea. I'll see about implementing that at some point.

    Already using this.

    I am missing the ability to set stuff, id, text etc., from events.

    I'll work on integrating actions for those in the next version.

    Speaking of the next version, I'm currently sitting on a new build with support for two-state buttons and checkboxes. I'm still trying to work out a bug and I'll release once that's fixed.

  • I'm still having problems with runtime loaded image crashes. This one seems to be fixed, but there seems to be another crash that's related. The problem is that I can't seem to reproduce it.

  • It's not broken. I was actually working on something the other day in response to this that could convert the data into raw binary. I'll see if I can finish it tonight.

  • Just thought I'd chime in to suggest my Sprite Button plugin. They act like normal sprites, so Z-ordering isn't an issue.

  • Thanks for the comments, everybody! Glad you're enjoying it thus far.

    Nice idea!

    Ever thought about doing something like a gui plug?

    A GUI plugin could be a cool idea. Mind giving some suggestions on how it could work?

    I installed it, It doesn't appear to work.

    I use 99.5 by the way...

    Have you tried the example? Does that appear to be working?

  • Well, I've been working on this the past couple days and I'm now ready to release an alpha version of my latest plugin: Sprite Button!

    Sprite Button Plugin - v0.9b

    Download Now(with example) - 132KB

    Features:

    • Graphics: Specify the three main faces for your button: Default, hovering, and clicked.
    • Text: Add text to your buttons with options such as font, size, color, position, and offset.
    • Icons: Button icons allow you to assign your buttons -- unique objects only, copies will all have the same icon -- specialized icons, with options for positioning and offset.
    • Identifiers: Identifiers allow you to differentiate between copies of one button type. For example: You have three buttons of the same type with unique identifiers, "New", "Save", and "Load". Using the "Button clicked by ID" condition, you can check copies of buttons independently and have them do different things.

    You can also use the "Button identifier" expression to retrieve the identifier of the currently clicked button. This identifier can be used in tandem with the function object to call functions with the same name as the button identifier.

    Those are the main features for now. This is currently designated an alpha since I don't have all of the features in yet. Plans for the plugin include support for two state buttons, check boxes, and radio buttons, the latter of which should be pretty intuitive to use.

    Unfortunately I don't have time at the moment to pull together a proper example, but it's all rather intuitive and shouldn't be too hard to pick up.

    As with my other plugins, be sure to post with your thoughts about the plugin, feature requests, and any bugs you stumble across. Have fun!

  • New version!

    Advanced Camera Plugin - v0.85b

    Download Now(with example) - 151KB

    Additions/Fixes/Changes

    FIX - The "Set zoom" and "Smooth zoom" actions were setting the zoom levels to 100 times what was specified.

    CHANGE - Smooth rotation transitions now rotate in the shortest direction instead of only clockwise.

    Not a whole lot new in this build, but I suggest that if you are using this plugin you should download it for the zoom fix.

  • As a work around, for now you can use "Add force", setting the X and Y force to these:

    X: cos(Angle) * Force
    Y: sin(Angle) * Force[/code:33thacq4]
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  • You can use the 8-direction behavior for this. It lets you allow only up/down movement or only left/right movement in the "Directions" setting. You can also turn off rotation as well by setting "Rotation" to none.

  • I've been using it as my primary browser for over a year now, practically since the first beta came out. It's faster than any other browser I've used and the interfaces of other browsers seem so cluttered by comparison.

    I'll never be able to go back.

  • Yeah, that's not how it works. I think the best way to explain it would be to compare "On collision" and "Object is overlapping".

    With "Object is overlapping", when the two objects specified are overlapping eachother, the event will evaluate to true until they stop overlapping. On the other hand, with "On collision", if the two objects are overlapping the event will only evaluate true the first time they are detected to be overlapping. After this, the event will return false until the two objects are no longer overlapping, at which point they can overlap again and the event can return true.

    So, essentially, the "On collision" action is an "Object is overlapping" condition with a "Trigger once condition".

    I hope I got the point across well enough. Hope that helps.

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linkman2004

Member since 15 Jan, 2008

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