SoldjahBoy's Recent Forum Activity

  • You would possibly be better off making a "fade mask" which is basically just a tiled background of plain white or plain black (or whatever colour you want to be your fade) then create this object on the layout, force it to z-order on top, then z-order the player and object in front of the mask.... then use opacity control or fade behaviour on the mask.

    ~Sol

  • It sounds like you might be better to read up on using local storage - essentially creating a "save" and "load" system to take care of data persistence between layout changes.

    You can read more about local storage HERE

    ~Sol

  • The easiest way I've found to make a completely custom scrollbar is... not easy.

    The basic idea though, is you make a "Frame" that masks the outside of the scrollable area, and has basically a "cut-out" or "window" that shows the content you want to scroll. Then, make a background for the scroll area, preferably a tiled background image so you can dynamically scale it taller or shorter depending on your content requirements.

    You then have to make a scroll bar thingy, and always set it's X position to a fixed number on the layout or layer and add the drag and drop behaviour to that.... then you simply set your scrollable tiled background Y position to be the same as the scroll bar thingy, with some additional math (the height of the scrollable area divided by the height of the scrollbar itself) then you do set scrollarea.Y to scrollbar.Y*(scrollarea.height/scrollbar.height) - I think xD

    Adding content to the scrollable area can be tricky, depending what it is... but you can use sprite fonts, sprites, and whatever you want... position them according to the scroll area tiled background - make sure your "frame" is in the front of everything (z order top) and it should work pretty good!

    I have to make a scroll area for another thing I'm messing with, so if I end up doing that today I will upload an example. Either way, hopefully my really bad explanation will help a little bit.

    *EDIT*

    I should read more carefully... I just realised you wanted momentum in the scrolling... that is another problem all together. You could do it by having a dummy object that takes control of the "scroll thingy" if the user has previously scrolled, but let go of the mouse or stopped touching the screen. You would need a variable or something to track the "scroll amount" - maybe a number that goes up based on how far the user has scrolled, or if you can create some kind of velocity measurement based on a combination of distance and time of the scrolling action? Use this variable, possibly combined with LERP, to make the scrolling continue for a short while after the user releases the scroll thingy.

    Yes... "thingy". I'm a very technical individual, as you can see.

    ~Sol

  • Yeah, the best way to do this is to build your graphics to suit the size of the display you're optimising for.

    As soon as you start scaling your images, they will never look "perfect". Unfortunately, unless you are building your game so it doesn't scale at all, you will most likely never build something that looks 100% perfect on every single display size.

    I suggest aim for a common resolution (for PC stuff I tend to go straight to 1080p) and roll with that.

    You can also build a game that actually scales the canvas around the screen size, so there is no "scaling" of your graphics... but this can cause issues around the players viewable area around the character... larger displays will see more of the level and surroundings, and smaller displays may see less. It can be difficult to design your game around these dynamic factors.

    ~Sol

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  • You can use the "persist" behaviour on the object(s) that you want to retain the values and settings... but you are best off making some kind of save/load system for the data.

    Are you making this for mobile platforms or for a PC NWjs export?

    ~Sol

  • Yeah if you're trying to have many object types with multiple variations and instances of each type, then yeah... you kind of need families since that's what they're there for. I'm not sure of an easy way to make a reference without basically rebuilding the family functionality using events. It's been done a long tie ago before families were added to C2 in it's early stages of development... but even then it was clunky and didn't have full functionality from memory.

    You may have to bite the bullet, and buy the full version... or figure out a different way to achieve what you're trying to do... however someone else may have a better solution.

    ~Sol

  • Yeah, photobucket has changed and they want people to pay money for hosting now. I suggest using something like mega.co or even dropbox, even though you can't embed stuff you can still generate a link that people can click on to view your file(s).

    ~Sol

  • Sounds like you are having some other computer issues...

    Try running JRT followed by ADWCLEANER - then reboot your PC when prompted.

    After that, open a command prompt as administrator (google it if you're not sure how) and enter:

    sfc /scannow

    After that, open windows powershell as admin, and enter:

    dism /online /cleanup-image /scanhealth

    After that, still using powershell, enter:

    dism /online /cleanup-image /restorehealth

    Then see if your problem is resolved.

    ~Sol

  • If you have many instances of the same sprite, you can pick it via its UID or you can make an instance variable and set that when the object is created to a unique number. You can use this instance variable as a picking condition

    You can detect keyboard buttons by using the keyboard object in your project, and creating a condition using the keyboard object "is key being pressed". You can assign instance variables to your text boxes as well, to give them a unique identifier - the same way as the sprites. You could even match the unique variable between the sprite and the text box (which is what I assume you're wanting to do).

    You don't need families for this to work

    ~Sol

  • > Why can't you just use an ordinary text box?

    >

    Because I didn't know about them :p

    Thanks for the info, I'll have a look. Though I've looked a bit now and I'm not sure how to register when the information has been entered? Separate keypress check for enter?

    Oh! hahaha - I don't know I just figured most people had encountered a text box lmao. I thought you must have had some other reason to NOT want to use it! xD

    ~Sol

  • Yeah I should have clarified a bit more... don't use X seconds and dt, you have to add 1*dt to a variable to build a custom timer.

    I'm at work again and it's busy, so I will see if it calms down a bit later and I can make a quick example if you still need it.

    99 got it covered from the look of things though

    *EDIT*

    Yeah I made it anyway while I'm drinking my second coffee... slow start today, the clients have to wait until I wake up xD

    DOWNLOAD TIMER USING DELTA TIME

    ~Sol

  • Rendering isn't a problem, but active object count can still be an issue if you have loads of stuff going on.

    Often my projects end up being loaded with crazy amounts of moving and complex math with the visible objects, and so anything that the player can't see is often destroyed or majorly simplified in it's calculations in order to save processor time.

    Ultimately, you need to just make sure you aren't making images that are too big... OR making too many objects in total that are moving or have some "every tick" math tied to them (like loops every tick, or tracking coordinates, etc).

    Having a single large picture is the big killer though, especially when it comes to mobile platforms. I would recommend to keep you images to as small of a size as feasible, especially if you have a lot of repeating or re-used imagery. If your map has a road on it for example, you can make a few road tiles and create every length of road from 4-5 small images, rather that having a giant image of a road for example.

    Hopefully this will help.

    *EDIT*

    What I meant by making tiles isn't necessarily making a "tilemap" - just cut the map into smaller pieces and still use them as sprites if you want. I often make my own "tile map" by using a loop to place sprites all over the layout as the "tiles" so I can still use collision polygons, image points, and all that stuff. Again, there is a balance point between having too big of an image, and too many objects!

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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