Kisai's Recent Forum Activity

  • I'm hoping these screenshots aren't too much, but I DO tend to get long-winded and rambling like this, even when it comes to just showing pictures. ^^; And I expect the screenshots to all speak for themselves about what I'm making.

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/Squishy1.jpg">

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/Squishy2.jpg">

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/Squishy3.jpg">

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/Squishy4.jpg">

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/Squishy5.jpg">

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/Squishy6.jpg">

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/Squishy7.jpg">

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/Squishy8.jpg">

    When I'm making something, I tend to write notes to myself a LOT. @ What better time to do that than with testing a message box?

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/Squishy9.jpg">

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/Squishy10.jpg">

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/Squishy11.jpg">

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/Squishy12.jpg">

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/Squishy13.jpg">

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/Squishy14.jpg">

  • Well, I told you where the event for resizing the cursor was done, figured that was all you were asking for. ^^ But as requested, I did this on a new .cap.

    http://www.mediafire.com/download.php?kqmtotrjtoy

    Works the exact same there. Same old glitch and all. You can only use this .cap in 98.9 since the newer versions like 99.42 cannot detect text width and height for some reason.

  • Thanks. ^^ I doubt anyone will. No offense to Construct or the community itself, but it's pretty obvious it's a SMALL community, and as a result, the boards are gonna be pretty dead. ^_^;; Any help at all would be appreciated. I'd try that idea of yours out, but my laptop has been failing pretty big today, so priority one for now is backing up my files. ;_;

  • Well, just to give people an idea of what's wrong, here's the .cap:

    http://www.mediafire.com/download.php?dy2yzzmi4fo

    For starters, just run it, pause the game, and press "E". This was to help me test how well scrolling the pause menu would work, since I NEED this to help me have more space to work with. Unfortunately, it glitches the cursor up. Why, I have no idea. All that's going on is scrolling, and the cursor is being ALWAYS resized to whatever option it's hovering over. All we're doing is moving the "camera" so to speak, so why this screws up, I have no idea. Is there a glitch in Construct between resizing a sprite and scrolling the screen?

    As for where I have that resizing cursor thing done, it's under "Pause Menu Events", and "Resizing The Cursor".

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  • In my little pause menu, I have a cursor that's ALWAYS resized to the text of the option it's highlighting. The problem is, if I try scrolling on this pause menu at all, it screws up the resizing of the cursor object for some reason. I have no idea why this is happening. I hope my explanation will suffice, since if you saw the .cap, you probably would get easily lost in my mess of stuff. ^^;

  • "Wallt of text"? ...

    Anyhow, when you mention "t" being 1, I have to admit, I'm sort of copying how I saw lerp done before in other .caps, and thought, "Wow, this has a cool, neat motion from one object to another. PERFECT for my little pause menu thingy! How do I do this?"

    Secondly, when I tried creating an internal value for the "Objects" menus to move to, like mano suggested, as I mentioned, the objects couldn't move to that Y position. If I told them their Y destination was their own internal value, they would glithc up and move to that -8.34534whatever-e coordinate that I mentioned in a previous post.

    However, if there's a problem with whatever you're referring to as "t" being 1, I'd have no idea what that problem would cause. All I could really get was that you type out, lerp(current position, destination, 1, - time you want this movement done in ^ TimeDelta).

    Also, I didn't know about cosp. That's pretty cool. ^^ Unfortunately, when trying it out, it seems to drop the FPS down a bit.

  • I could swear I did. I'm not sure if this glitch is still in 99.94 or whatever, since that's more broken than 98, despite it's neat new features, so I can't say if this glitch is in the current version of Construct.

  • I'm thinking of changing the display resolution for my Construct thingy, since I'm a fan of widescreen, and wondering what everyone else thought. Think of this topic as, "Should I go with THIS hat? Or THIS hat?"

    Since apparently, I can't allow for custom resolutions for my game, no matter HOW badly I wanted it, I'll have to settle for a set resolution. If you wanna know why I can't have custom resolutions, it's because modal layout objects that are linked to a layout with effects glitch up when the resolution size is changed. ANYTHING with an effect displayed on a modal layout becomes stretchy and glitched up, but everything else turned out fine. Still, it's an impossibility, so I'll have to settle on a set window size.

    Here's the CURRENT display, the default resolution:

    http://i77.photobucket.com/albums/j42/Dreamer_Kisai/OtherDisplays-CurrentDisplayGamepla.jpg

    http://i77.photobucket.com/albums/j42/Dreamer_Kisai/OtherDisplays-CurrentDisplayPauseMe.jpg

    http://i77.photobucket.com/albums/j42/Dreamer_Kisai/OtherDisplays-CurrentDisplayMessage.jpg

    But then I experimented with OTHER resolutions, and for one, I tried out the PSP ratio. I have NO idea what ratio the PSP's at, but I can tell you it's NOT the standard 16:9 widescreen ratio.

    This required me to reposition all the graphics, resize the layouts, and modal layouts for this so that it the whole application could be displayed properly.

    http://i77.photobucket.com/albums/j42/Dreamer_Kisai/OtherDisplays-PSPRatioGameplay.jpg

    http://i77.photobucket.com/albums/j42/Dreamer_Kisai/OtherDisplays-PSPRatioPauseMenu.jpg

    http://i77.photobucket.com/albums/j42/Dreamer_Kisai/OtherDisplays-PSPRatioMessageBox.jpg

    But THIS is the resolution I'm thinking of building my game around:

    http://i77.photobucket.com/albums/j42/Dreamer_Kisai/OtherDisplays-MyWidescreen.jpg

    What do you all think? I'm really considering going with the last one, and sort of want a custom resolution regardless. The PSP ratio is nice, but I sorta want a more traditional, and accurately 16:9 widescreen ratio.

  • In fact... I don't think you can do lerp movement with a private variable at all. Even setting the private variable to a set number like 300 or something makes all of them screw up.

  • Seems like an okay idea, and I even tried doing it as a function, so it could be done universally with each and every menu item, but upon testing it out, it turns out that if I have it select every menu text BELOW the cursor, it DOES add to each one of their private variables individually, and ONLY for the ones below the cursor. However, trying to move Options by Options.Y + 32 glitches them all up. lerp wouldn't work, so I tried just setting their .Y to whatever their private variable is, and it sends every single Options object to, and I'm copying and pasting this, "-8.64691e+018".

    So setting the private variable to itself.Y + 32 or whatever... that works fine, I checked it in debug, and every Options object below the cursor DOES have a unique variable that coresponds with its own Y position. Moving them at all, on the other hand, seems glitchy.

  • quote. all the objects keep moving on, and on, and on.

    at start of expandable menu click trigger once set pvariable moveto to .y+16, set pvariable oldy to .y. when menu is expanded lerp to pvariable moveto. when object reaches moveto stop the event. when menu is collapsed lerp to pvariable oldy when object reaches oldy stop event .

    Let me see if I got this straight... I start an event that says... When you select a menu... trigger once... set private variable to whatever Y + 16 would be. That's the math for that. So it'd be like, "Set Options private variable to Options.Y + 16"... and that'll work for every single individual one?

    And then we do the lerp movement with .Y being the starting point, and the private variable being the end point? And we have to tell it to stop once it gets to that point? How, exactly? Would it matter since this is being done with "trigger once"?

    And then, when cancelling back, we do the same thing over, but instead of adding on the Y coordinate, we subtract, right? Set the private variable to Options.Y - 16? Then do the lerp movement all over again?

    I assume, since I KNOW this is going to indescriminately affect every single "Options" object, that we throw in a condition that only the options BELOW the selected menu, and are aligned in the same X coordinate will be pushed down like this?

    But did I understand your directions right? I AM pretty dumb at this whole thing, so I'm just making sure I got it. ^_^;;; Just breakin' it down to simplify it for myself.

  • Well, here's the pause menu:

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/PauseMenuExample01.jpg">

    Here's how I want it to look when you open a selection:

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/PauseMenuExample02.jpg">

    Same with this option, I want the other text below it to be pushed down...

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/PauseMenuExample03.jpg">

    And in selections with sub-menus, or whatever you wanna call it, like this, everything else still gets pushed down and such... The normal menu text, AND the selection's text... It's hard to put it in words, but you can see by this picture what I mean.

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/PauseMenuExample04.jpg">

    Right now, I have to manually program lerp for each and every piece of text. This is the event for RETURNING everything back to normal, when you cancel back out to the regular menu. It was kind of like this in the first place, however...

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/PauseMenuExample05.jpg">

    These are the events for when you open up the "Items" menu. As you can see, I have to manually program every single piece of text below "Items" to move into place.

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/PauseMenuExample06.jpg">

    I sort of had a system going on with just moving them by Y position, but it didn't move smoothly like lerp does, and simply changing, "move Y by yourself +16 until you get to a certain point" to lerp DID make things move smoothly, but lerp just came to a sudden stop. I'm sure there's a way to move all these things WITHOUT manually programming each and every piece of text for each and every menu selection, probably Ashley or... ANYONE else here would know how, but I have no idea.

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Kisai

Member since 12 Nov, 2008

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